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Godot MCP Server

Developer ToolsLow Risk10.0MCP RegistryLocal
Free

Server data from the Official MCP Registry

Edit Godot 4 scenes, nodes and scripts; run, test and debug games live in the editor or headless.

About

Edit Godot 4 scenes, nodes and scripts; run, test and debug games live in the editor or headless.

Security Report

10.0
Low Risk10.0Low Risk

Valid MCP server (2 strong, 1 medium validity signals). No known CVEs in dependencies. Package registry verified. Imported from the Official MCP Registry.

9 files analyzed · 1 issue found

Security scores are indicators to help you make informed decisions, not guarantees. Always review permissions before connecting any MCP server.

Permissions Required

This plugin requests these system permissions. Most are normal for its category.

env_vars

Check that this permission is expected for this type of plugin.

file_system

Check that this permission is expected for this type of plugin.

HTTP Network Access

Connects to external APIs or services over the internet.

Shell Command Execution

Runs commands on your machine. Be cautious — only use if you trust this plugin.

What You'll Need

Set these up before or after installing:

Folder of the Godot project (the one containing project.godot). Defaults to the folder the client starts the server in, so set it whenever that is not your project (e.g. in desktop apps).Optional

Environment variable: GODOT_PROJECT_PATH

Full path of the Godot 4.x executable (GODOT_BIN is accepted too). If unset, the server looks for godot, godot4 or Godot_v4* on PATH. On Windows use the main Godot exe, not the _console.exe launcher.Optional

Environment variable: GODOT_PATH

How tools are exposed: 'full' lists every enabled operation as its own tool (best for clients with tool search); 'compact' lists only core tools plus router tools that reach the rest.Optional

Environment variable: GODOT_MCP_MODE

Comma-separated tool groups to enable, or 'all' (default). Groups: core, files, scene, node, script, run, editor, signal, resource, visual, anim, world, audio, project, import, export, code, docs, game, debug, test. 'core' is always on.Optional

Environment variable: GODOT_MCP_TOOLSETS

Set to true to hide every tool that changes something (inspection only).Optional

Environment variable: GODOT_MCP_READ_ONLY

Set to true to let godot_game_eval run GDScript inside the running game. Off by default: evaluated code can do anything the game can (files, OS calls).Optional

Environment variable: GODOT_MCP_ALLOW_EVAL

'elicit' asks the user (through the client's elicitation dialog, when supported) before irreversible operations; 'never' skips asking, for unattended runs where nobody can answer.Optional

Environment variable: GODOT_MCP_CONFIRM

Verbosity of the server's stderr log (use 'debug' when filing a bug report).Optional

Environment variable: GODOT_MCP_LOG_LEVEL

Advanced: timeout for one headless Godot invocation, in milliseconds.Optional

Environment variable: GODOT_MCP_HEADLESS_TIMEOUT_MS

Advanced: timeout for one request to the live editor bridge, in milliseconds.Optional

Environment variable: GODOT_MCP_BRIDGE_TIMEOUT_MS

Advanced: port of the Godot editor's GDScript language server on 127.0.0.1. Defaults to the port the editor plugin reports, else 6005.Optional

Environment variable: GODOT_MCP_LSP_PORT

Advanced: timeout for one GDScript language server request, in milliseconds.Optional

Environment variable: GODOT_MCP_LSP_TIMEOUT_MS

Advanced: stop the private headless language server after this many milliseconds without code tool calls.Optional

Environment variable: GODOT_MCP_LSP_IDLE_MS

Advanced: folder for the server's cache (the Godot class docs index). Defaults to the per-user cache folder of the OS.Optional

Environment variable: GODOT_MCP_CACHE_DIR

How to Install

Add this to your MCP configuration file:

{
  "mcpServers": {
    "io-github-shin2344234-godot-mcp": {
      "env": {
        "GODOT_PATH": "your-godot-path-here",
        "GODOT_MCP_MODE": "your-godot-mcp-mode-here",
        "GODOT_MCP_CONFIRM": "your-godot-mcp-confirm-here",
        "GODOT_MCP_LSP_PORT": "your-godot-mcp-lsp-port-here",
        "GODOT_MCP_TOOLSETS": "your-godot-mcp-toolsets-here",
        "GODOT_PROJECT_PATH": "your-godot-project-path-here",
        "GODOT_MCP_CACHE_DIR": "your-godot-mcp-cache-dir-here",
        "GODOT_MCP_LOG_LEVEL": "your-godot-mcp-log-level-here",
        "GODOT_MCP_READ_ONLY": "your-godot-mcp-read-only-here",
        "GODOT_MCP_ALLOW_EVAL": "your-godot-mcp-allow-eval-here",
        "GODOT_MCP_LSP_IDLE_MS": "your-godot-mcp-lsp-idle-ms-here",
        "GODOT_MCP_LSP_TIMEOUT_MS": "your-godot-mcp-lsp-timeout-ms-here",
        "GODOT_MCP_BRIDGE_TIMEOUT_MS": "your-godot-mcp-bridge-timeout-ms-here",
        "GODOT_MCP_HEADLESS_TIMEOUT_MS": "your-godot-mcp-headless-timeout-ms-here"
      },
      "args": [
        "-y",
        "@shin2344234/godot-mcp"
      ],
      "command": "npx"
    }
  }
}

Documentation

View on GitHub

From the project's GitHub README.

godot-mcp

An MCP server for the Godot 4 engine. It lets AI agents such as Claude Code, Claude Desktop, Cursor, VS Code Copilot, Codex, Gemini CLI, Windsurf and Zed work on your Godot project:

  • inspect and edit scenes, nodes, signals and resources
  • author animations, AnimationTrees, SpriteFrames, tile maps, navigation, audio buses and visual shaders
  • change project settings, input actions, autoloads, import options and export presets, and run exports
  • write scripts with GDScript language-server diagnostics, symbols and renames
  • look up the Godot class reference offline for the exact version you have installed
  • run the game and work on it live: inspect and change nodes, send input, pause and step frames, take screenshots, profile, record and replay input
  • debug with breakpoints, stepping, stack and variables, and run GUT or GdUnit4 tests

It works through a live editor bridge, so every scene edit can be undone with Ctrl+Z, and through headless Godot when the editor is closed.

Requirements

  • Godot 4.7 or newer (tested with 4.7.2)
  • Node.js 22 or newer, unless you use the Claude Desktop bundle, which brings its own

Install

In your Godot project folder (the one with project.godot), run:

npx -y @shin2344234/godot-mcp init

init shows its plan and asks before writing anything (--dry-run previews, --remove undoes). It copies the editor addon into addons/godot_mcp and enables it, registers the server with the agents it finds on your machine (or the ones you pick with --agents claude-code,cursor,vscode,codex,gemini-cli,...), and adds a short note to AGENTS.md.

Then open the project in Godot, start a new agent session and ask it to call godot_status to check the connection.

Other ways to install

  • Claude Code plugin: run /plugin marketplace add shin2344234/godot-mcp, then /plugin install godot-mcp@godot-mcp.

  • Claude Desktop: download the .mcpb file from Releases and double-click it.

  • Any other MCP client: add the server to its config by hand. docs/setup.md gives the exact file and format for each client.

  • From source:

    git clone https://github.com/shin2344234/godot-mcp
    cd godot-mcp/server && npm install && npm run build
    cd /path/to/my-game
    node /path/to/godot-mcp/server/dist/index.js init
    

If you installed without init, ask the agent to run godot_addon_install once per project to add the editor addon.

Documentation

License

MIT

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