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Godot MCP server

by jxlee007·io.github.jxlee007/godot-mcp·v1.0.4

Pure-Python FastMCP server for Godot 4 — 28 headless & animation tools. Runs via uvx.

A92/100grade A
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Godot MCP tools (28, 4 write)

write = sends, deletes, buys or posts

Read from the package source without running it. The installed server may list more.

  • add_node

    Instantiates and appends a node of specified Godot class and property dictionary into an existing scene.

  • batch_shader_uniforms

    Batch scans .tres ShaderMaterial files in a directory and overwrites shader_parameter/* values for global NPR look adjustments.

  • build_camera_switcher_timeline

    Synthesizes an Animation resource that toggles Camera3D.current across multiple cameras at defined cut timestamps for cinematic editing.

  • calculate_blend_space_2d

    Computes and injects an AnimationNodeBlendSpace2D sub-resource for directional movement blending based on 2D controller coordinates.

  • compile_state_transitions

    Serializes and injects transition logic connections, advance conditions, and crossfade times into an existing AnimationNodeStateMachine block.

  • create_scenewrite action

    Creates a new Godot scene (.tscn) file with a validated root node type using the headless GDScript bridge.

  • export_mesh_library

    Extracts 3D mesh instances from a scene and compiles them into a MeshLibrary (.res) resource for GridMap tiles.

  • generate_bezier_camera_path

    Generates a 3D Catmull-Rom bezier camera rail (Path3D, Curve3D, PathFollow3D) with adjustable speed-curve tension multiplier in a .tscn scene.

  • generate_state_machine

    Injects an AnimationNodeStateMachine sub-resource graph with layout coordinates and state nodes into a target .tscn scene file.

  • generate_track_filter

    Generates an AnimationNodeBlendFilter resource block and configuration code to isolate upper-body bones from locked lower-body bones.

  • get_debug_output

    Reads currently buffered stdout and stderr log lines from the active background Godot debug process.

  • get_godot_version

    Retrieves the installed Godot 4 engine version string by querying the local Godot binary.

  • get_project_info

    Inspects project.godot and project tree to return metadata, asset counts, script inventory, and engine compatibility.

  • get_uid

    Reads and returns the Godot 4.4+ unique resource identifier (UID) for a specified asset file.

  • inject_lookat_tracking

    Generates and attaches a procedural slerp look-at tracking GDScript to a Camera3D node to follow target Node3D transforms.

  • launch_editor

    Spawns the Godot visual editor GUI as an independent desktop process anchored to the specified project directory.

  • list_projects

    Discovers and lists Godot project directories containing a valid project.godot file within a target directory.

  • load_sprite

    Loads a texture resource and binds it to a 2D or 3D sprite node within a scene file.

  • quantize_animation_keyframes

    Parses 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_channels

    Rewires texture slot properties and manages ext_resource references in a .tres material file for hand-painted art workflows.

  • run_headless_diagnosticswrite action

    Executes 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 action

    Executes a Godot project in debug mode as a background process and captures runtime stdout/stderr streams.

  • save_scene

    Persists scene modifications or creates a variant scene copy at a new relative path.

  • set_animation_interpolation_mode

    Bulk-edits animation track interpolation modes (nearest/constant, linear, cubic) in a scene or resource file.

  • stitch_animation_library

    Compiles external animation clip files into a unified master AnimationLibrary (.tres) resource referencing named animations.

  • stop_project

    Terminates the actively running Godot debug process and returns its final flushed console output.

  • toggle_movie_maker

    Configures project.godot to toggle Godot Movie Maker mode, locking render time-steps for deterministic video and frame sequence capture.

  • update_project_uidswrite action

    Recursively 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

no findings
  • 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
Overall 92/100. Components that don't apply are left out of the denominator. Any critical finding is an F.RubricAppeal a findingJSON

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
Add to Cursor

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.