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Godot MCP server

by tugcantopaloglu·io.github.tugcantopaloglu/godot-mcp·v1.0.0·466 stars

MCP server for full Godot 4.x engine control with 165 tools for AI-driven game development

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Godot MCP tools (100, 20 write)

write = sends, deletes, buys or posts

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

  • add_node

    Add a node to an existing scene

  • attach_script

    Attach a GDScript to a scene node (headless)

  • create_directorywrite action

    Create a directory inside a Godot project

  • create_projectwrite action

    Create a new Godot project from scratch

  • create_resourcewrite action

    Create a .tres resource file (headless)

  • create_scenewrite action

    Create a new Godot scene file

  • delete_filewrite action

    Delete a file from a Godot project

  • export_mesh_library

    Export a scene as a MeshLibrary resource

  • export_project

    Export a Godot project using a preset

  • game_add_collision

    Add a collision shape to a physics body node

  • game_audio_bus

    Set volume, mute, or solo on an audio bus

  • game_audio_play

    Play, stop, or pause an AudioStreamPlayer node

  • game_await_signal

    Await a signal with timeout and return args

  • game_bone_pose

    Get or set bone poses on a Skeleton3D node

  • game_call_method

    Call a method on any node in the running game with optional arguments

  • game_change_scene

    Switch to a different scene file in the running game

  • game_click

    Click at a position in the running Godot game window

  • game_connect_signal

    Connect a signal from one node to a method on another node in the running game

  • game_create_animationwrite action

    Create an animation with tracks and keyframes

  • game_create_jointwrite action

    Create a physics joint between two bodies

  • game_create_timerwrite action

    Create a Timer node with configuration

  • game_debug_draw

    Draw debug lines, spheres, or boxes in 3D

  • game_disconnect_signal

    Disconnect a signal connection in the running game

  • game_emit_signal

    Emit a signal on a node in the running game, optionally with arguments

  • game_environment

    Get or set environment and post-processing settings

  • game_evalwrite action

    Execute GDScript in the running game. Use "return" for values.

  • game_find_nodes_by_class

    Find all nodes of a specific class type in the running game

  • game_gamepadwrite action

    Send gamepad button or axis input event

  • game_get_audio

    Get audio bus layout and playing streams

  • game_get_camera

    Get active camera position, rotation, and size

  • game_get_errors

    Get new push_error/push_warning messages since last call

  • game_get_logs

    Get new print output from the running game since last call

  • game_get_node_info

    Get node info: class, properties, signals, methods, children

  • game_get_nodes_in_group

    Get all nodes belonging to a specific group in the running game

  • game_get_property

    Get a property value from any node in the running game by its path

  • game_get_scene_tree

    Get scene tree structure of the running game

  • game_get_ui

    Get visible UI elements from the running game

  • game_http_request

    HTTP GET/POST/PUT/DELETE with headers and body

  • game_input_action

    Manage runtime InputMap actions and strength

  • game_input_state

    Query pressed keys, mouse position, connected pads

  • game_instantiate_scene

    Load a PackedScene and add it as a child of a node in the running game

  • game_key_hold

    Hold a key down without auto-releasing

  • game_key_presswrite action

    Send a key press or input action to the running game

  • game_key_release

    Release a previously held key

  • game_list_signals

    List all signals on a node with connections

  • game_manage_group

    Add or remove a node from a group, or list groups

  • game_mouse_drag

    Drag mouse between two points over N frames

  • game_mouse_move

    Move the mouse in the running Godot game

  • game_multiplayer

    ENet multiplayer create server/client/disconnect

  • game_navigate_path

    Query a navigation path between two points

  • game_os_info

    Get platform, locale, screen, adapter, memory info

  • game_pause

    Pause or unpause the running game

  • game_performance

    Get performance metrics (FPS, memory, draw calls)

  • game_physics_body

    Configure physics body properties (mass, velocity, etc.)

  • game_play_animation

    Control an AnimationPlayer node: play, stop, pause, or list animations

  • game_process_mode

    Set node process mode (pausable/always/disabled)

  • game_raycast

    Cast a ray and return collision results

  • game_remove_nodewrite action

    Remove and free a node from the running game's scene tree

  • game_reparent_node

    Move a node to a new parent in the running game's scene tree

  • game_rpc

    Call or configure RPC methods on nodes

  • game_screenshot

    Screenshot the running game (returns base64 PNG)

  • game_script

    Attach, detach, or get source of node scripts

  • game_scrollwrite action

    Send mouse scroll wheel event at position

  • game_serialize_state

    Save or load node tree state as JSON

  • game_set_camera

    Move or rotate the active camera

  • game_set_particles

    Configure GPUParticles2D/3D node properties

  • game_set_property

    Set a property on a node in the running game

  • game_set_shader_param

    Set a shader parameter on a node's material

  • game_spawn_nodewrite action

    Create a new node of any type at runtime

  • game_tilemap

    Get or set cells in a TileMapLayer node

  • game_time_scale

    Get/set Engine.time_scale and timing info

  • game_touch

    Simulate touch press/release/drag and gestures

  • game_tween_property

    Tween a node property in the running game

  • game_ui_theme

    Apply theme overrides to a Control node

  • game_viewportwrite action

    Create or configure a SubViewport node

  • game_wait

    Wait N frames in the running game

  • game_websocket

    WebSocket client connect/disconnect/send messages

  • game_window

    Get/set window size, fullscreen, title, position

  • get_debug_output

    Get the current debug output and errors

  • get_godot_version

    Get the installed Godot version

  • get_project_info

    Retrieve metadata about a Godot project

  • get_uid

    Get the UID for a specific file in a Godot project (for Godot 4.4+)

  • launch_editor

    Launch Godot editor for a specific project

  • list_project_files

    List project files, optionally filtered by extension

  • list_projects

    List Godot projects in a directory

  • load_sprite

    Load a sprite into a Sprite2D node

  • manage_autoloads

    Add, remove, or list autoloads in a Godot project

  • manage_export_presetswrite action

    Create or modify export preset configuration

  • manage_input_map

    Add, remove, or list input actions and bindings

  • modify_project_settings

    Modify a project.godot setting

  • modify_scene_node

    Modify node properties in a scene file (headless)

  • read_file

    Read a text file from a Godot project

  • read_project_settings

    Read project.godot as structured JSON

  • read_scene

    Read scene file as JSON node tree (headless)

  • remove_scene_nodewrite action

    Remove a node from a scene file (headless)

  • run_projectwrite action

    Run the Godot project and capture output

  • save_scene

    Save changes to a scene file

  • stop_project

    Stop the currently running Godot project

  • update_project_uidswrite action

    Update UID references by resaving resources (4.4+)

  • write_filewrite action

    Create or overwrite a text file in a Godot project

Public scan report

scanner v0.1.10 · 2026-09-28 · same rubric, same numbers if you re-run it

no findings
  • Code scan3 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 77 days ago12/15
  • Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10
Overall 88/100. 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
88/100
higher than 75% of 48,255 servers
Tools
100
the typical server has 7
Tools that change things
20%
typical: 0%. Fewer write tools means less an agent can break
GitHub stars
466
more than 95% of 28,688 servers

What its tools let an agent do: 75 read · 7 create · 14 change · 2 delete · 2 run or deploy

Install Godot MCP in Claude Code, Cursor or VS Code

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

claude mcp add godot-mcp -- npx -y @tugcantopaloglu/godot-mcp
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 - Full Control

A comprehensive Model Context Protocol (MCP) server that gives AI assistants full control over the Godot game engine. 157 tools spanning networking, 3D/2D rendering, UI controls, audio effects, animation trees, file I/O, runtime code execution, property inspection, scene manipulation, signal management, physics, project creation, and more.

Acknowledgments

This project is built upon and extends godot-mcp by Solomon Elias (Coding-Solo). The original project provided the foundational architecture including the TypeScript MCP server, headless GDScript operations system, and TCP-based runtime interaction server. Thank you for making this possible with your excellent open-source work!

What's New (Improvements Over Original)

The original godot-mcp provided 20 tools for basic project management and scene creation. This fork extends it to 157 tools with the following major additions:

New in 3.1

  • validatescript autoload resolution - Script validation now compiles the target through a SceneTree at initialize() (after project autoloads are registered) instead of --check-only at _init(). References to autoload singletons no longer produce false Identifier not found errors, while real syntax/type errors are still caught. Verified building a full game whose scripts reference several autoloads.
  • manageinputmap event merging - Adding a second key to an existing input action now merges it into that action's events array (with physical_keycode de-duplication) instead of writing a duplicate actionname= line, which previously left project.godot malformed and silently dropped earlier bindings.

New in 3.0

  • .NET / C# support - Scaffold C# projects and generate C# scripts (createproject with dotnet: true, createcsharp_script); the .csproj SDK version is matched to your installed Godot.
  • GDScript diagnostics - Validate scripts for syntax and type errors without running the game (validatescript, and validatescripts for all git-changed or project-wide files).
  • Correctness and robustness fixes across the headless scene operations and the runtime interaction server (resource-typed properties now persist, reparenting works, runtime commands are correlated by request id, and the tools survive projects with warnings-as-errors). Requires Godot 4.4 or later; tested and working with the latest Godot 4.7.

Runtime Code Execution

  • gameeval** - Execute arbitrary GDScript code in the running game with return values
  • Full await support for async GDScript code
  • Works even when the game is paused (PROCESSMODEALWAYS)

Runtime Node Inspection & Manipulation

  • gamegetproperty / gamesetproperty - Read/write any property on any node by path
  • gamecallmethod - Call any method on any node with arguments
  • gamegetnodeinfo** - Full node introspection: properties, signals, methods, children
  • gameinstantiatescene - Dynamically add scenes to the running game
  • gameremovenode - Remove nodes at runtime
  • gamechangescene - Switch scenes at runtime
  • gamereparentnode - Move nodes between parents

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 (88/100). 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 114 days ago (2026-07-13). The latest release is v1.0.0.
How does Godot MCP compare with other MCP servers?
safety score 88/100 (higher than 75% of 48,255 servers); tools 100 (the typical server has 7); tools that change things 20% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.