MCP.Market

Godot Bridge MCP server

by TomasLucasUTN·io.github.TomasLucasUTN/godot-mcp-bridge·v1.3.0·8 stars

MCP server for Godot game engine integration — control the Godot editor with AI

C69/100grade C
What users say
No reviews yet
Be the first
Safety scan
C69/100

not scanned yet

Adoption
Growing

8 stars268 downloads/wk

Reviews

Write one

Nobody has reviewed Godot Bridge yet.

If you have run it, two minutes of your experience saves the next person an afternoon.

Godot Bridge tools

No tool declarations could be read from the package source. They show once the server is installed.

Not scanned yet. New listings are scanned within a day or two of arriving.

How Godot Bridge compares

Against every graded MCP server, from our own scans and uptime checks. Updated after each scan run.

Safety score
69/100
higher than 33% of 48,255 servers
GitHub stars
8
more than 86% of 28,688 servers
Downloads a week
268
more than 79% of 12,191 servers with a package

Release history: 2 versions in the registry since 2026-09-05, latest 2026-11-01, typically one every 57 days.

Install Godot Bridge in Claude Code, Cursor or VS Code

Runs npx -y godot-mcp-bridge on your machine. Read the scan report first; the gateway never runs local packages.

claude mcp add godot-mcp-bridge -- npx -y godot-mcp-bridge
Add to Cursor

What the publisher says

From the Godot Bridge repository's README, as published. We do not edit it. Read it on GitHub

godot-mcp-bridge

An AI that works with you in the Godot editor — not instead of you.

Every Godot MCP server lets an AI drive the editor. This one also tells the AI what you just did — the scene you opened, the node you selected, the file you saved — so you can both work in the same project at the same time without stepping on each other. Add a real step-debugger, scope-aware refactoring through Godot's language server, live-tree edits that never clobber your unsaved work, and 231 tools that were each verified against a running editor rather than just written.

Started as a fork of tomyud1/godot-mcp (MIT licensed) and has since diverged substantially — see CHANGELOG.md.

💬 What you'd actually say to it

*"The player falls through the floor sometimes. Set a breakpoint in

physicsprocess and tell me what velocity is when it happens."*

*"Build me an enemy: CharacterBody2D, circle collider, sprite, patrol script,

and put it in the enemies group."*

"Run the game, press jump, screenshot it, and tell me if the animation played."

"Which of my resources aren't referenced by anything anymore?"

"Export a Windows debug build and tell me when it's done."

Under the hood that's a breakpoint hit read from a paused frame, a scaffolded scene tree, a runtime input + screenshot loop, a dependency sweep, and an async headless build — but you don't have to know which tool does which.

What a debug session actually returns

// debug_launch({scene: "res://scenes/level.tscn"})
{ "state": "stopped", "stopped_reason": "breakpoint", "hit_breakpoint": true }

// debug_stack_trace()
{ "frames": [{ "name": "_physics_process", "line": 17,
               "source": ".../scenes/player.gd" }] }

// debug_variables({variables_reference: 1})   ← the Locals scope
{ "variables": [{ "name": "delta",     "value": "0.01666666666667" },
                { "name": "direction", "value": "<null>" }] }

// debug_evaluate({expression: "velocity"})
{ "result": "(0.0, 0.0)" }

Real output from the test project — delta is exactly 1/60, matching its 60 Hz physics tick.

✨ Why this one

It's bidirectional. The AI can poll geteditoractivity to see what you just did in the editor — selection, scene open/close/save, script focus, resource saves, asset reimports, undo/redo, which screen you're on — tagged human vs its own actions. It finds out you moved something without having to ask. Every other Godot MCP is one-directional: the AI drives, and is blind to you. (Checked by reading the source of 12 competing servers in July 2026, not their READMEs.)

It doesn't clobber your work. Many Godot MCP servers edit your .tscn files on disk. If you have that scene open with unsaved changes, they silently overwrite it. Here, when a scene is open, every mutating tool edits the live editor tree instead — your unsaved edits survive and every change goes through Godot's undo system (Ctrl+Z works). Closed scenes still edit on disk as usual.

Shortened. The full README is on GitHub.

Nothing above is checked by us. What we check is on the safety report.

Grade history

  • 2026-10-16downgradeB → Cscore 69: Shell command built from a string (injection risk)

Godot Bridge: common questions

Is Godot Bridge MCP server safe?
With care: it is graded C, so read the findings first (69/100). Read the Godot Bridge safety report
How do I install Godot Bridge?
It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
Does Godot Bridge need an API key?
Not as far as the registry entry and our scan can tell: no credentials are declared or required.
Is Godot Bridge maintained?
The last commit was 61 days ago (2026-09-04). The latest release is v1.3.0.
How does Godot Bridge compare with other MCP servers?
safety score 69/100 (higher than 33% of 48,255 servers); github stars 8 (more than 86% of 28,688 servers); downloads a week 268 (more than 79% of 12,191 servers with a package). Full comparison.