Godot MCP server
io.github.jxlee007/godot-mcp·v1.0.4Pure-Python FastMCP server for Godot 4 — 28 headless & animation tools. Runs via uvx.
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Godot MCP tools (28, 4 write)
write = sends, deletes, buys or postsRead from the package source without running it. The installed server may list more.
add_nodeInstantiates and appends a node of specified Godot class and property dictionary into an existing scene.
batch_shader_uniformsBatch scans .tres ShaderMaterial files in a directory and overwrites shader_parameter/* values for global NPR look adjustments.
build_camera_switcher_timelineSynthesizes an Animation resource that toggles Camera3D.current across multiple cameras at defined cut timestamps for cinematic editing.
calculate_blend_space_2dComputes and injects an AnimationNodeBlendSpace2D sub-resource for directional movement blending based on 2D controller coordinates.
compile_state_transitionsSerializes and injects transition logic connections, advance conditions, and crossfade times into an existing AnimationNodeStateMachine block.
create_scenewrite actionCreates a new Godot scene (.tscn) file with a validated root node type using the headless GDScript bridge.
export_mesh_libraryExtracts 3D mesh instances from a scene and compiles them into a MeshLibrary (.res) resource for GridMap tiles.
generate_bezier_camera_pathGenerates a 3D Catmull-Rom bezier camera rail (Path3D, Curve3D, PathFollow3D) with adjustable speed-curve tension multiplier in a .tscn scene.
generate_state_machineInjects an AnimationNodeStateMachine sub-resource graph with layout coordinates and state nodes into a target .tscn scene file.
generate_track_filterGenerates an AnimationNodeBlendFilter resource block and configuration code to isolate upper-body bones from locked lower-body bones.
get_debug_outputReads currently buffered stdout and stderr log lines from the active background Godot debug process.
get_godot_versionRetrieves the installed Godot 4 engine version string by querying the local Godot binary.
get_project_infoInspects project.godot and project tree to return metadata, asset counts, script inventory, and engine compatibility.
get_uidReads and returns the Godot 4.4+ unique resource identifier (UID) for a specified asset file.
inject_lookat_trackingGenerates and attaches a procedural slerp look-at tracking GDScript to a Camera3D node to follow target Node3D transforms.
launch_editorSpawns the Godot visual editor GUI as an independent desktop process anchored to the specified project directory.
list_projectsDiscovers and lists Godot project directories containing a valid project.godot file within a target directory.
load_spriteLoads a texture resource and binds it to a 2D or 3D sprite node within a scene file.
quantize_animation_keyframesParses raw keyframe times in a .tscn or .tres animation and quantizes them to discrete frame steps (e.g. 12-fps stepped anime look).
remap_texture_channelsRewires texture slot properties and manages ext_resource references in a .tres material file for hand-painted art workflows.
run_headless_diagnosticswrite actionExecutes automated project diagnostics by invoking an external system command (Godot CLI binary) to validate resource imports, check UID integrity, and detect broken shader entry points.
run_projectwrite actionExecutes a Godot project in debug mode as a background process and captures runtime stdout/stderr streams.
save_scenePersists scene modifications or creates a variant scene copy at a new relative path.
set_animation_interpolation_modeBulk-edits animation track interpolation modes (nearest/constant, linear, cubic) in a scene or resource file.
stitch_animation_libraryCompiles external animation clip files into a unified master AnimationLibrary (.tres) resource referencing named animations.
stop_projectTerminates the actively running Godot debug process and returns its final flushed console output.
toggle_movie_makerConfigures project.godot to toggle Godot Movie Maker mode, locking render time-steps for deterministic video and frame sequence capture.
update_project_uidswrite actionRecursively iterates all project scenes, scripts, and shaders to regenerate and update missing Godot 4.4+ UIDs.
Public scan report
scanner v0.1.9 · 2026-09-26 · same rubric, same numbers if you re-run it
- Code scan5 source files scanned25/25
- –Live reliabilityno gateway calls yet and no remote to proben/a
- –Tool poisoningtools not inspected (local package is not executed); not countedn/a
- Auth qualitylocal package, no credentials required12/15
- Maintenancelast push 0 days ago15/15
- Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10
How Godot MCP compares
Against every graded MCP server, from our own scans and uptime checks. Updated after each scan run.
- Safety score
- 92/100
- higher than 95% of 48,255 servers
- Tools
- 28
- the typical server has 7
- Tools that change things
- 14%
- typical: 0%. Fewer write tools means less an agent can break
What its tools let an agent do: 16 read · 6 create · 3 change · 3 run or deploy
Install Godot MCP in Claude Code, Cursor or VS Code
claude mcp add godot-mcp -- uvx godot-mcp-uvx
What the publisher says
From the Godot MCP repository's README, as published. We do not edit it. Read it on GitHub
godot-mcp — Pure Python FastMCP Server for Godot 4
<!-- mcp-name: io.github.jxlee007/godot-mcp -->
A zero Node.js Model Context Protocol server for Godot 4 — translated from Coding-Solo/godot-mcp and youichi-uda/godot-mcp-pro into pure Python using the official FastMCP framework. Runs with ultra-low RAM via uvx.
Quick Start
You can invoke this server over standard I/O (stdio) from anywhere on your machine instantly using uvx without manually cloning files or configuring virtual environments:
# Run globally via uvx from PyPI (Bypasses local setup completely)
GODOT_PATH=/path/to/godot4 uvx --from godot-mcp-uvx godot-mcp
# Local development installation (For active contributors)
git clone https://github.com/jxlee007/godot_mcp
cd godot_mcp
uv tool install --editable .MCP Client Configuration
Add this structural configuration block straight into your global client matrix environment profile (e.g., ~/.gemini/antigravity-cli/settings.json or Claude / Cline settings):
{
"mcpServers": {
"godot_render": {
"command": "uvx",
"args": [
"--from",
"godot-mcp-uvx",
"godot-mcp"
],
"env": {
"GODOT_PATH": "/path/to/godot4",
"DEBUG": "false"
}
}
}
}Environment Variables
Tools (28 total)
Core Runtime (14)
Animation Text Pipeline (4)
AnimationTree Blueprinting (3)
Camera & Cinematic (3)
Shortened. The full README is on GitHub.
Nothing above is checked by us. What we check is on the safety report.
Godot MCP: common questions
- Is Godot MCP server safe?
- Yes, by our scan: it is graded A (92/100). Read the Godot MCP safety report
- How do I install Godot MCP?
- It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
- Does Godot MCP need an API key?
- Not as far as the registry entry and our scan can tell: no credentials are declared or required.
- Is Godot MCP maintained?
- The last commit was 39 days ago (2026-09-26). The latest release is v1.0.4.
- How does Godot MCP compare with other MCP servers?
- safety score 92/100 (higher than 95% of 48,255 servers); tools 28 (the typical server has 7); tools that change things 14% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.