godot-mcp

Godot MCP Server

Godot developers can use godot-mcp to edit scenes, maintain GDScript, and inspect projects from MCP-compatible AI clients. Node and resource controls sit alongside debugging tools and a browser view of script relationships.

Server facts

godot-mcp

Project

Author
tomyud1
License
Not specified
Category
Games & 3D

Tech

Runtime / language
Not specified
Transports
stdio
Remote available
No
Authentication
Not specified

Activity

GitHub stars
437
Last commit
Data as of

Tags

  • Gdscript
  • Godot
  • game
  • gamedev
  • gamedevelopment
  • gameengine

Overview

Scene construction and GDScript maintenance sit alongside project inspection in godot-mcp. Developers can examine a scene's node hierarchy, add or reparent nodes, attach scripts, connect signals, and reuse existing scenes as instances. Script tools support targeted edits and syntax validation, while file searches and Godot ClassDB queries help inspect usages and available engine APIs. Resource operations cover collision shapes, textures, meshes, and materials; SVG artwork can also be rendered into PNG assets.

The listed runtime tools support a testing sequence: launch a scene, inspect live nodes, send input, capture the viewport, review errors, and stop execution. Input injection, screenshots, and live node queries require a running game with the MCPRuntime helper connected. For broader navigation, the browser visualizer maps script relationships and exposes variables, functions, and signals, with code changes synchronized to Godot. Project settings, input bindings, and autoload registrations can also be managed. Operation is local to a single Godot instance, and changes save directly without undo.

godot-mcp setup notes

  • godot-mcp records stdio only; confirm a network transport upstream before planning remote access.
  • godot-mcp has no recorded license; confirm reuse terms in its repository.

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