Godot MCP by Coding-Solo

by Coding-Solo• 6.5k•• Scanned•Claim this listing•Request removal

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

Godot MCP is an open-source mcp server by Coding-Solo, written mainly in JavaScript, with 6,461 GitHub stars and the MIT license. Its code was last updated Apr 16, 2026. The latest npm release is @coding-solo/godot-mcp 0.1.1, published Feb 3, 2026, with 69,475 downloads last week.

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

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:

claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @coding-solo/godot-mcp
<details> <summary><strong>Cline</strong></summary>

Add to your Cline MCP settings file (~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.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"
      ]
    }
  }
}
</details> <details> <summary><strong>Cursor</strong></summary>

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:

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["@coding-solo/godot-mcp"],
      "env": {
        "DEBUG": "true"
      }
    }
  }
}
</details> <details> <summary><strong>Other MCP Clients</strong></summary>

For any MCP-compatible client, use this configuration:

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

Environment Variables

VariableDescription
GODOT_PATHPath to the Godot executable (overrides automatic detection)
DEBUGSet to "true" to enable detailed server-side debug logging
<details> <summary><strong>Building from Source</strong></summary>
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.

</details>

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
<details> <summary><strong>Cursor-Specific Issues</strong></summary>
  • 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
</details>

License

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

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