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Godot MCP

by @shin2344234

Connects AI agents to Godot 4 for project editing, live game control, debugging, scripting, and tests.

Install Godot MCP

Pick your client, then add it in one click or paste the config.

STDIONode.js
~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "shin2344234-godot-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "@shin2344234/godot-mcp"
      ]
    }
  }
}

Settings → Developer → Edit Config, merge this into mcpServers, then fully quit and reopen Claude Desktop.

Automated check passed— started and listed 91 tools correctly ().

Overview

@shin2344234/godot-mcp connects AI agents to Godot 4 projects through a live editor bridge or headless Godot. It exposes operations for editing scenes, nodes, scripts, project settings, animations, shaders, and other game resources, alongside live-game inspection and control. Use it when an agent needs to modify a Godot project, diagnose GDScript or runtime issues, run tests, or work with the game while it is running. Godot 4.7+ and Node.js 22+ are required unless using the Claude Desktop bundle.

Use cases

  • Edit Godot scenes and nodes through an AI coding workflow
  • Diagnose GDScript and running-game problems
  • Control a live game and capture runtime diagnostics
  • Run GUT or GdUnit4 tests from an MCP client
  • Change project settings and prepare Godot exports

Key features

  • Godot 4 scene, node, signal, and resource editing
  • GDScript diagnostics, symbols, and renames
  • Live-game inspection, input, screenshots, and profiling
  • Breakpoints, stepping, stack, and variable debugging
  • Headless Godot fallback
  • GUT and GdUnit4 test execution

Tools91

What Godot MCP lets your agent do. Expand a tool for its parameters.

Verified live~14.3k tokens of context

Security & health

What it can reach and how reliably it runs — from our own checks, not the maintainer’s claims.

ActiveLast checked

Recent health check succeeded.

What it can do

From the 91 tools this server returned when we ran it; 91 declare their own safety hints.

Runs commands · 2Can delete or modify data · 13Handles credentials · 1Read-only tools · 78
Network at startup3 connections
Files written at startupNone
Install scriptsNone
npm provenanceNot published
Package age27 days
Maintainers1

Observed 2026-11-13 in an isolated sandbox. A description of reach, not a security audit.

Supply-chain signal

No high-severity advisories surfaced by our automated scan.

Critical 0High 0Medium 0Low 0

Scanned 8h ago via OSV.dev · @shin2344234/godot-mcp (npm)

Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars1Stargazers on the source repository.
npm downloads1kPackage downloads in the last 30 days.
Last commit27d agoMost recent push to the default branch.
Availability100%Our rolling endpoint + install checks that succeeded.
Install checkPassedOur sandbox started it and listed its tools.
Tools exposed91Callable tools this server registers over MCP.

How Godot MCP works

What @shin2344234/godot-mcp does

@shin2344234/godot-mcp gives MCP-compatible AI agents access to Godot 4 project workflows. It covers scene, node, signal, and resource inspection and editing, as well as animations, AnimationTrees, SpriteFrames, tile maps, navigation, audio buses, and visual shaders.

Project-level operations include changing settings, input actions, autoloads, import options, and export presets, including running exports. Script work includes GDScript language-server diagnostics, symbol lookup, and renaming. The server can also query the offline Godot class reference for the installed engine version.

For a running game, agents can inspect and modify nodes, send input, pause and step frames, capture screenshots, profile execution, and record or replay input. Debugging features include breakpoints, stepping, stack inspection, and variable inspection. GUT and GdUnit4 tests can be run through the server.

How it works

The primary connection uses a live editor bridge inside the Godot project. Scene changes made through that bridge can be undone with Godot's normal Ctrl+Z action. When the editor is closed, the server can use headless Godot instead.

The package also supports work inside the running game through its in-game runtime capabilities. To verify the connection after setup, an agent can call godot_status. The server communicates with MCP clients, while the Godot project supplies the editor, headless, and runtime sides of the connection.

Setup and configuration

The project must use Godot 4.7 or newer. Node.js 22 or newer is required for the regular installation; the Claude Desktop bundle includes its own Node.js runtime.

From the directory containing project.godot, run:

Terminal
npx -y @shin2344234/godot-mcp init

The initializer displays its planned changes and requests confirmation. --dry-run previews the changes, while --remove reverses them. Initialization copies the editor addon into addons/godot_mcp, enables it, registers the server with detected agents or with clients selected through --agents, and adds a short entry to AGENTS.md.

Other installation paths include the Claude Code plugin, the .mcpb package for Claude Desktop, manual client configuration, and building from source. If the server was installed without init, run godot_addon_install once for each project to add the editor addon.

Tools and capabilities

Capabilities are organized around several Godot workflows:

  • Inspect and edit scenes, nodes, signals, and resources.
  • Create or modify animations, AnimationTrees, SpriteFrames, tile maps, navigation, audio buses, and visual shaders.
  • Change project settings, input actions, autoloads, import options, and export presets.
  • Use GDScript diagnostics, symbols, renames, and offline class-reference lookup.
  • Control and observe a running game, including input, pausing, frame stepping, screenshots, profiling, and input recording or replay.
  • Debug with breakpoints, stepping, stacks, and variables, then run GUT or GdUnit4 tests.

Reviews

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Frequently Asked Questions about Godot MCP

@shin2344234/godot-mcp is an MCP server that connects AI agents to Godot 4 projects through a live editor bridge or headless Godot. Its main tools cover scene and node editing, project configuration, GDScript diagnostics, live-game control, debugging, screenshots, profiling, and GUT or GdUnit4 test execution.

Run `npx -y @shin2344234/godot-mcp init` from the Godot project directory containing `project.godot`. The initializer installs and enables the editor addon, registers detected agents or selected clients, and supports `--dry-run` and `--remove`.

Yes, @shin2344234/godot-mcp supports Cursor. The initializer can register the server with Cursor, or you can add it manually using the client-specific configuration instructions.

It requires Godot 4.7 or newer and Node.js 22 or newer for the regular installation. The Claude Desktop bundle supplies its own Node.js runtime.

Yes, @shin2344234/godot-mcp can use headless Godot when the editor is closed. With the live editor bridge, scene edits can also be undone using Godot's Ctrl+Z action.

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