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Godot MCP for Claude Code: Setup & Config

Godot MCP lets Claude Code open the editor, run projects, and inspect debug output.

What you can do with Godot in Claude Code

Pick it for Godot execution feedback and scene operations within the same MCP workflow.

  • Run a game project and inspect errors from an AI assistant.
  • Maintain project resource UID references on Godot 4.4 or newer.

Before you start: Godot in Claude Code

  • Godot Engine installed locally
  • Node.js 18.0.0 or newer and npm
  • An MCP-compatible agent
  • Godot 4.4 or newer for UID operations

GODOT_PATH overrides automatic executable detection and can be omitted when discovery works. DEBUG=true enables detailed server logging. Ensure project paths contain project.godot.

Godot Claude Code configuration

  1. Choose Claude Code configuration scope

    For Godot MCP, open Project scope: .mcp.json at the repository root. Project JSON: merge into mcpServers; user scope: use the CLI.

  2. Add Godot MCP to Claude Code

    Use the godot-mcp entry below in mcpServers. Keep Godot MCP's documented stdio connection fields and your other Claude Code entries.

  3. Check Godot MCP in Claude Code

    Godot MCP: Inspect claude mcp list and /mcp status.

Config file · Project scope: .mcp.json at the repository root

JSON
{
  "mcpServers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "@coding-solo/godot-mcp"
      ],
      "env": {
        "GODOT_PATH": "<Path to the Godot executable; optional discovery override>"
      }
    }
  }
}

CLI (POSIX shell)
claude mcp add-json --scope project 'godot-mcp' '{"type":"stdio","command":"npx","args":["@coding-solo/godot-mcp"],"env":{"GODOT_PATH":"<Path to the Godot executable; optional discovery override>"}}'

Godot tools available to Claude Code

Godot's stored tool list documents 14 tools; compare it with Claude Code's connected tool list, because the stored list is not a live check.

launch_editor

For Godot's launch_editor, review the permission request and arguments in Claude Code before approval.

Open the Godot editor for a selected project.

run_project

For Godot's run_project, review the permission request and arguments in Claude Code before approval.

Execute a project and collect its output.

get_debug_output

For Godot's get_debug_output, review the permission request and arguments in Claude Code before approval.

Read the current runtime logs and error output.

stop_project

For Godot's stop_project, review the permission request and arguments in Claude Code before approval.

End the project execution currently controlled by the server.

get_godot_version

For Godot's get_godot_version, review the permission request and arguments in Claude Code before approval.

list_projects

For Godot's list_projects, review the permission request and arguments in Claude Code before approval.

get_project_info

For Godot's get_project_info, review the permission request and arguments in Claude Code before approval.

create_scene

For Godot's create_scene, review the permission request and arguments in Claude Code before approval.

add_node

For Godot's add_node, review the permission request and arguments in Claude Code before approval.

load_sprite

For Godot's load_sprite, review the permission request and arguments in Claude Code before approval.

export_mesh_library

For Godot's export_mesh_library, review the permission request and arguments in Claude Code before approval.

Export scene content as a MeshLibrary resource.

save_scene

For Godot's save_scene, review the permission request and arguments in Claude Code before approval.

Persist scene changes to a file.

get_uid

For Godot's get_uid, review the permission request and arguments in Claude Code before approval.

Read a file’s resource UID on Godot 4.4 or newer.

update_project_uids

For Godot's update_project_uids, review the permission request and arguments in Claude Code before approval.

Godot: full stored tool descriptions

Troubleshooting Godot in Claude Code

  • If Godot MCP fails to start, check npx @coding-solo/godot-mcp (Node.js/npm), the working directory, and Claude Code's selected scope; inspect claude mcp list and /mcp.
  • Godot MCP: check GODOT_PATH; keep credentials out of shared .mcp.json.
  • Godot MCP uses stdio here: Claude Code must keep the configured process running; protocol output belongs on stdout and diagnostics on stderr.
  • Known limitation: Requires an installed Godot engine and Node.js 18 or newer.
  • Known limitation: UID operations require Godot 4.4 or newer.
  • Known limitation: Project paths must point to directories containing project.godot.
  • General Claude Code troubleshooting lives in the /clients/claude-code guide.

Godot MCP — details. Claude Code guide

Frequently asked questions

Register Godot MCP with the displayed claude mcp add-json --scope project command, or merge the JSON into .mcp.json at the repository root.

Claude Code's godot-mcp example uses stdio.

Godot MCP's Claude Code configuration invokes npx @coding-solo/godot-mcp (Node.js/npm).

Claude Code's Godot MCP example references GODOT_PATH. Check these names if startup or authentication fails; the example alone does not distinguish required from optional values.

Godot MCP's stored list contains 14 tools, including launch_editor, run_project, get_debug_output. Compare those names with Claude Code's connected tool list; the stored list is not a live check.

Yes. The documented tools start and stop projects and retrieve debug output and error messages.

No. The README identifies UID management as requiring Godot 4.4 or newer.