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Godot MCP

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Coding-Solo

MCP server for interfacing with Godot game engine. Provides tools for launching the editor, running projects, and capturing debug output.

PublisherCoding-Solo
Repositorygodot-mcp
LanguageJavaScript
Forks
363
Stars
3.6K
Available tools
0
Transport typestdio
Categories
LicenseMIT
Links
  • Connect tools to AI workflows

    Godot MCP exposes MCP capabilities that can be used by compatible AI clients and agents.

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    Browse the callable actions below, including names and descriptions when provided by the server.

  • Ready-to-copy setup

    Use the installation snippets to configure this server in your preferred MCP client.

  • Open source signals

    3.6K stars and 363 forks from the linked repository.

Godot MCP

Github-sponsors

Made with Godot

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A Model Context Protocol (MCP) server for interacting with the Godot game engine.

Introduction

Godot MCP enables AI agents to launch the Godot editor, run projects, capture debug output, and control project execution. This direct feedback loop helps agents understand what works and what doesn't in real Godot projects, leading to better code generation and debugging assistance.

Features

  • Launch Godot Editor: Open the Godot editor for a specific project
  • Run Godot Projects: Execute Godot projects in debug mode
  • Capture Debug Output: Retrieve console output and error messages
  • Control Execution: Start and stop Godot projects programmatically
  • Get Godot Version: Retrieve the installed Godot version
  • List Godot Projects: Find Godot projects in a specified directory
  • Project Analysis: Get detailed information about project structure
  • Scene Management:
    • Create new scenes with specified root node types
    • Add nodes to existing scenes with customizable properties
    • Load sprites and textures into Sprite2D nodes
    • Export 3D scenes as MeshLibrary resources for GridMap
    • Save scenes with options for creating variants
  • UID Management (for Godot 4.4+):
    • Get UID for specific files
    • Update UID references by resaving resources

Requirements

  • Godot Engine installed on your system
  • Node.js (>=18.0.0) and npm
  • An AI agent that supports MCP

Quick Start

Claude Code

bash
claude mcp add godot -- npx @coding-solo/godot-mcp

That's it. Restart Claude Code and your Godot MCP tools are available.

With environment variables:

bash
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @coding-solo/godot-mcp

Add to your Cline MCP settings file (~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json):

json
{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["@coding-solo/godot-mcp"],
      "env": {
        "DEBUG": "true"
      },
      "disabled": false,
      "autoApprove": [
        "launch_editor",
        "run_project",
        "get_debug_output",
        "stop_project",
        "get_godot_version",
        "list_projects",
        "get_project_info",
        "create_scene",
        "add_node",
        "load_sprite",
        "export_mesh_library",
        "save_scene",
        "get_uid",
        "update_project_uids"
      ]
    }
  }
}

Using the Cursor UI:

  1. Go to Cursor Settings > Features > MCP
  2. Click on the + Add New MCP Server button
  3. Fill out the form:
    • Name: godot
    • Type: command
    • Command: npx @coding-solo/godot-mcp
  4. Click "Add"
  5. You may need to press the refresh button in the top right corner of the MCP server card to populate the tool list

Using Project-Specific Configuration:

Create a file at .cursor/mcp.json in your project directory:

json
{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["@coding-solo/godot-mcp"],
      "env": {
        "DEBUG": "true"
      }
    }
  }
}

For any MCP-compatible client, use this configuration:

json
{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["@coding-solo/godot-mcp"],
      "env": {
        "GODOT_PATH": "/path/to/godot",
        "DEBUG": "true"
      }
    }
  }
}

Environment Variables

VariableDescription
GODOT_PATHPath to the Godot executable (overrides automatic detection)
DEBUGSet to "true" to enable detailed server-side debug logging
bash
git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run build

Then point your MCP client to build/index.js instead of using npx.

Architecture

The Godot MCP server uses a bundled GDScript approach for complex operations:

  1. Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
  2. Bundled Operations Script: Complex operations like creating scenes or adding nodes use a single, comprehensive GDScript file (godot_operations.gd) that handles all operations.

The bundled script accepts operation type and parameters as JSON, allowing for flexible and dynamic operation execution without generating temporary files for each operation.

Troubleshooting

  • Godot Not Found: Set the GODOT_PATH environment variable to your Godot executable path
  • Connection Issues: Ensure the server is running and restart your AI assistant
  • Invalid Project Path: Ensure the path points to a directory containing a project.godot file
  • Build Issues: Make sure all dependencies are installed by running npm install
  • Ensure the MCP server shows up and is enabled in Cursor settings (Settings > MCP)
  • MCP tools can only be run using the Agent chat profile (Cursor Pro or Business subscription)
  • Use "Yolo Mode" to automatically run MCP tool requests

License

This project is licensed under the MIT License - see the LICENSE file for details.

Installation

TypingMind
Prerequisites:

Node.js 18+

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp@latest"
      ]
    }
  }
}

Use Godot MCP MCP with multiple AI models

TypingMind connects MCP tools at the workspace level, so once Godot MCP is connected, you can use it with different AI models in TypingMind instead of setting it up separately for each model. This MCP runs locally through the TypingMind MCP connector on your device.

Setup guide to use the local connector

Use this when the MCP server needs access to local files, apps, or private resources on your computer.

1

Open the MCP settings

In TypingMind, go to Settings, Advanced Settings, then Model Context Protocol and choose Setup Connector.

  1. Open TypingMind in your browser.
  2. Click the Settings icon.
  3. Go to Advanced Settings.
  4. Open the Model Context Protocol section.
  5. Click Setup Connector and choose This Device.
TypingMind MCP connector setup screen with This Device selected
2

Run the connector command

Choose This Device, copy the command from TypingMind, and run it in Terminal. Keep the process running while you use MCP.

  1. Copy the setup command shown by TypingMind.
  2. Open Terminal on macOS or Windows Terminal on Windows.
  3. Paste and run the command.
  4. Approve the package install if Terminal asks you to proceed.
  5. Keep the Terminal window running while using MCP tools.
3

Add Godot MCP as a server

When the connector status is Ready, click Edit Servers and paste the MCP server configuration.

  1. Wait until the connector status shows Ready.
  2. Click Edit Servers.
  3. Paste the Godot MCP MCP server configuration.
  4. Save the server list.
  5. Refresh if you want to confirm the connector is still ready.
TypingMind MCP settings showing active server and Edit Servers button
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "null"
      ]
    }
  }
}
4

Use it across models

Save the server list, open Plugins, enable the Godot MCP MCP tools, then select any supported AI model in TypingMind and use the tools in chat or assign them to an AI agent.

  1. Open the Plugins page in TypingMind.
  2. Enable the Godot MCP MCP tools.
  3. Start a chat and choose the AI model you want to use.
  4. Use the MCP tools in chat or assign them to an AI agent.
  5. Switch to another AI model whenever needed without reconnecting MCP.
TypingMind chat using enabled MCP tools with a selected AI model
Can you use Godot MCP to help me with this task?
Godot MCP
Sure. I read it.
Here is what I found using Godot MCP.

Frequently asked questions

What is the Godot MCP MCP server used for?

Godot MCP is an MCP server that lets compatible AI clients connect to external tools and context. In TypingMind, you can add this MCP server once and make its tools available in your AI workspace.

Can I use Godot MCP MCP with multiple AI models in TypingMind?

Yes. TypingMind connects MCP tools at the workspace level, so you can use Godot MCP with different AI models such as Claude, ChatGPT, Gemini, or other models you have configured in TypingMind without setting up the MCP server separately for each model.

Why use Godot MCP MCP with TypingMind?

TypingMind is one of the best frontends for LLM chat because it brings multiple AI models, prompts, plugins, AI agents, API keys, and MCP tools into one workspace. With Godot MCP connected, you can use its MCP tools across your preferred models while keeping your chat workflow organized in TypingMind.

How do I connect Godot MCP MCP to TypingMind?

Godot MCP runs through the TypingMind local MCP connector. This is best when the MCP server needs access to local files, desktop apps, command-line tools, or private resources on your computer.

What tools does Godot MCP MCP provide in TypingMind?

Godot MCP exposes MCP capabilities that can be enabled from the TypingMind Plugins page and used in chat or assigned to AI agents.

Do I need to share my API keys with TypingMind to use Godot MCP MCP?

No. TypingMind is local-first and lets you keep your model providers, API keys, prompts, and MCP configuration under your control. If Godot MCP requires authentication, add the required headers, OAuth settings, or local configuration for that MCP server when you create the connection.

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