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MCP server · Gaming

Godot MCP

Godot MCP - The Complete MCP Server for Godot

Unclaimed last commit 6 months ago gaming
34Low

Scored 4 days ago · breakdown

About Godot MCP

Godot MCP is an MCP server published by MhrnMhrn in the Gaming category: godot MCP - The Complete MCP Server for Godot.

The repository has 5 stars and 2 forks, with the last commit 6 months ago. Six months or more without a commit doesn't mean the server is broken, but check the open issues before depending on it in production.

Install

From source
git clone https://github.com/MhrnMhrn/godot-mcp

This server has no ConduID identity, so agent calls to it are not receipted. Pin the version you install and review the source before granting it credentials.

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Security checks

Static checks derived from the repository 3 hours ago. Heuristics on the source, not an audit.

  • ✓README presentThe repository ships documentation.
  • !License declaredNo license file. Legally you have no right to use it in a product.
  • ✓Tests presentA test suite exists in the repository.
  • !Dependencies pinnedNo lockfile. Installs can pull different code over time.
  • ✓No dynamic code executionSource scan found no eval, dynamic Function, or shell execution.

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README

Godot MCP

godot-mcp is a dependency-free MCP server for Godot 4.5+. It lets AI agents create, edit, and run full Godot games entirely through MCP tool calls.

Tested with Codex and Claude. Should also work with LMStudio, OpenCode, and any other MCP-compatible client.

Screenshot 1

Screenshot 2

Features

  • Detect Godot (godot_detect_executable) : Locates and validates the Godot executable so every subsequent tool knows which engine binary to use.

  • Create Project (godot_create_project) : Scaffolds a brand-new Godot project with the chosen name and parent directory, delegating to Godot itself so the output stays compatible with newer 4.x releases.

  • Create Folder (godot_create_folder) : Creates project-relative folders with safe snake_case naming for organizing assets, scenes, and scripts.

  • Inspect Project Structure (godot_get_project_structure) : Returns both nested structured entries and a human-readable tree string of all files and folders in the project.

  • List Resources (godot_list_resources) : Provides a fast grouped overview of scripts, shaders, scenes, and textures with counts, without manually globbing the project.

  • Start Editor (godot_start_project) : Opens the Godot editor for the project and returns a PID plus a log file path.

  • Create Scene (godot_create_scene) : Creates and saves a new scene with a Godot-style snake_case.tscn filename and PascalCase root node name.

  • Create Shader (godot_create_shader) : Generates a .gdshader file from a starter template or explicit shader source code.

  • Update Project Settings (godot_update_project_settings) : Edits one or more ProjectSettings parameters (app name, window size, etc.) through Godot itself. Accepts JSON-compatible values plus optional raw Godot expressions via value_godot.

  • Attach Script (godot_attach_script) : Attaches an existing .gd file or creates a starter script that extends the target node's type before attaching it.

  • Get Scene Tree (godot_get_scene_tree) : Inspects a saved scene's node tree and parent/child structure using Godot's own PackedScene.get_state().

  • Validate Scene (godot_validate_scene) : Dry-run parses a scene resource with a lightweight headless load so problems surface before a full run.

  • Add Node (godot_add_node) : Adds a new node of any instantiable Godot node type to an existing scene.

  • Add Primitive Mesh (godot_add_primitive_mesh) : Drops in a BoxMesh, CylinderMesh, SphereMesh, or other built-in primitive on a MeshInstance3D node for fast level blockout.

  • Edit Primitive Mesh (godot_edit_primitive_mesh) : Swaps the primitive type or changes parameters like size, height, radius, and segment counts.

  • Edit Scene (godot_edit_scene) : Renames a node, reparents it, deletes it, or combines those edits with transform changes in one save. Uses Godot to repack the scene.

  • Get Node Properties (godot_get_node_properties) : Returns the property list with serialized current values so object and vector values stay JSON-friendly.

  • Get Node Transform (godot_get_node_transform) : Inspects the root or a child node's transform section for Node2D, Node3D, and Control nodes.

  • Update Node Transform (godot_update_node_transform) : Adjusts position, rotation, scale, or other supported transform fields using JSON-friendly vector objects like { "x": 10, "y": 20 }.

  • Run Project (godot_run_project) : Launches the project's main scene as a detached process, returning a PID plus a log file path.

  • Run Scene (godot_run_scene) : Launches a specific scene directly as a detached process.

  • Run with Capture (godot_run_with_capture) : Runs for a short capture window, then returns stdout, stderr, the Godot log file excerpt, and parsed debug lines for warnings and errors.

  • Screenshot (godot_screenshot) : Uses Godot's built-in movie writer to capture the last rendered PNG frame after running for a short duration.

  • Search Docs (godot_search_docs) : Searches a cached API dump generated from the selected Godot executable, so results stay aligned with the installed engine version.

  • Add WorldEnvironment (godot_add_world_environment) : Adds a WorldEnvironment node and applies Environment and node-level parameter updates in one call.

  • Update WorldEnvironment (godot_update_world_environment) : Updates an existing WorldEnvironment node's Environment settings (fog, tonemap, ambient light, background, etc.) and selected node properties.

  • Run with Visual Profile (godot_run_with_visual_profiler): Profiles a Godot project’s rendering and visual performance, reporting metrics such as fps, frame_time_ms, render_objects_in_frame, render_primitives_in_frame, render_draw_calls_in_frame, render_video_mem_bytes, navigation_process_ms, object_count, and node_count.

  • Run with Profiler (godot_run_with_profiler): Runs a Godot project or a specific scene with the built-in profiler to capture detailed performance data, including fps, frame_time_ms, process_time_ms, physics_time_ms, physics_frame_time_ms, navigation_process_ms, memory_static_bytes, object_count, resource_count, node_count, orphan_node_count, physics_2d_active_objects, physics_2d_collision_pairs, physics_2d_island_count, physics_3d_active_objects, physics_3d_collision_pairs, physics_3d_island_count, and audio_output_latency_ms.

  • Record Video ( godot_record_video ): Runs a scene for a set duration, .avi by defualt or captures frames and audio and encodes the result to an .mp4 via ffmpeg if available. Accepts an camera_waypoints array (position, rotation, and FOV per keyframe).

The server also exposes MCP resource discovery over stdio, so clients can inspect a static tool catalog resource and a per-tool detail template without needing to call the tools first.

Requirements

  • Python 3.10+

  • Godot 4.5 or newer

  • FFmpeg (optional)

Godot can be supplied either:

  • per tool call with godot_executable
  • globally with the GODOT_EXECUTABLE environment variable

Examples:

  • /Applications/Godot.app/Contents/MacOS/Godot
  • /Applications/Godot_mono.app/Contents/MacOS/Godot
  • /usr/local/bin/godot4

Run It

From this repository:

PYTHONPATH=src python3 -m godot_mcp

Or install it:

python3 -m pip install -e .
godot-mcp

MCP Config Example

{
  "mcpServers": {
    "godot": {
      "command": "python3",
      "args": ["-m", "godot_mcp"],
      "env": {
        "PYTHONPATH": "/path/to/godot-mcp/src",
        "GODOT_EXECUTABLE": "/path/to/godot"
      },
      "toolCallTimeoutMillis": 240000
    }
  }
}

Adjust "toolCallTimeoutMillis" as needed. e.g. using video recording. If your recording exceeds the default timeout of 120000 milliseconds (2 minutes), increase this value accordingly to prevent the tool call from timing out.

Notes

  • Scene filenames are normalized to snake_case.tscn.
  • Project-relative folder inputs are normalized to safe snake_case directory segments.
  • Scene root node names are normalized to PascalCase.
  • Shader filenames are normalized to snake_case.gdshader.
  • Script filenames are normalized to snake_case.gd when the MCP creates them.
  • godot_get_project_structure returns both nested structured entries and a human-readable tree string.
  • godot_list_resources returns grouped project resources with counts for scripts, shaders, scenes, and textures.
  • Scene tree inspection uses Godot's own PackedScene.get_state() rather than hand-parsing .tscn files.
  • godot_validate_scene uses a lightweight headless load of the scene resource so parse problems surface before a full run.
  • godot_add_primitive_mesh and godot_edit_primitive_mesh work through Godot itself, so primitive resources stay valid and level greyboxing can be driven through MCP with mesh-specific parameters.
  • MCP resource discovery is available through resources/list, resources/templates/list, and resources/read, including godot://server/tools, godot://server/guide, and godot://tool/{name}.
  • godot_get_node_properties returns the property list with serialized current values so object and vector values stay JSON-friendly.
  • godot_edit_scene uses Godot to repack the scene after node edits instead of rewriting .tscn text directly.
  • Local doc search uses a cached API dump generated from the selected Godot executable, so the results stay aligned with the installed engine version.
  • Transform inspection and editing currently support Node2D, Node3D, and Control nodes, using JSON-friendly vector objects like { "x": 10, "y": 20 }.
  • godot_attach_script can either attach an existing .gd file or create a starter script that extends the target node's type before attaching it.
  • godot_run_project and godot_run_scene start detached processes and return a PID plus a log file path.
  • godot_run_with_capture runs for a short capture window, then returns stdout, stderr, the Godot log file excerpt, and parsed debug lines for warnings and errors.
  • godot_screenshot uses Godot's built-in movie writer, then keeps the last rendered PNG frame as the screenshot and cleans up the intermediate frames.
  • The run tools are non-headless by default, so a normal game window appears unless you explicitly pass headless=true.
  • godot_start_project opens the editor and returns a PID plus a log file path.
  • Logs are written into the target project under .godot-mcp/logs/.

Local Verification

This repository includes unit tests that use a fake Godot executable so the MCP server can be validated even when Godot is not installed in the current environment.

Run them with:

python3 -m unittest discover -s tests

Contributing

Contributions are welcome! Feel free to open issues, submit pull requests, or suggest new features. All contributions are appreciated.

License

This project is licensed under the MIT License.

README fetched from the repository 3 hours ago. The original is authoritative.

Questions

About Godot MCP

How do I install Godot MCP?

No package has been published for this server, so install it from source: clone the repository and follow its README.

Is Godot MCP safe to use with an AI agent?

Its trust score is 34 out of 100 (low). It passes 3 of the 5 static security checks run so far; the failures are listed above. It has no ConduID identity yet, so agent calls to it are not receipted.

Is Godot MCP still maintained?

The last commit was 6 months ago. That's long enough that you should check whether the maintainer is responding to issues before depending on it.