Godot MCP

by coding-solo

314 stars
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About

MCP server for interacting with the Godot game engine, providing tools for editing, running, debugging, and managing scenes in Godot projects.

Details

Author
coding-solo
Repository
Coding-Solo/godot-mcp
GitHub stars
314
Downloads
1,818
License
MIT License
Categories
Developer Tools, Community, Other, Design, AI, Project Management

- 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

Setting up with Highlight

This MCP is not yet compatible with Highlight’s one-click setup. However, you can still use it with Highlight by following these steps:

  1. Download and install Highlight from highlightai.com/download
  2. Navigate to the plugins tab and select "Add Custom Plugin"
  3. Configure the plugin with the settings below
    Plugin Name Godot MCP
    Command (node, npx, python, etc.) npx
    Arguments
    • Argument 1 @coding-solo/godot-mcp
    Environment
    • DEBUG true

    Please refer to the README for specific instructions on how to obtain API keys or other required environment variables.

  4. Enable "Start Automatically" if you want the plugin to start when Highlight launches

From the repository

| Variable | Description |
|----------|-------------|
| GODOT_PATH | Path to the Godot executable (overrides automatic detection) |
| DEBUG | Set 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>

launch_editor

Open the Godot editor for a specific project.

run_project

Execute Godot projects in debug mode.

get_debug_output

Retrieve console output and error messages from the Godot project.

stop_project

Stop the currently running Godot project programmatically.

get_godot_version

Retrieve the installed version of the Godot engine.

list_projects

Find Godot projects in a specified directory.

get_project_info

Get detailed information about the structure of a specific Godot project.

create_scene

Create a new scene with specified root node types.

add_node

Add nodes to existing scenes with customizable properties.

load_sprite

Load sprites and textures into Sprite2D nodes.

export_mesh_library

Export 3D scenes as MeshLibrary resources for GridMap.

save_scene

Save scenes with options for creating variants.

get_uid

Get UID for specific files in the project.

update_project_uids

Update UID references by resaving resources in the project.

Claude Desktop / Cursor

Paste into your MCP client config file to install this server.

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

Linux

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

Macos

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

Windows

{
    "env": {
        "DEBUG": "true"
    },
    "args": [
        "/c",
        "npx",
        "@coding-solo/godot-mcp"
    ],
    "command": "cmd"
}
# Godot MCP [![Github-sponsors](https://img.shields.io/badge/sponsor-30363D?style=for-the-badge&logo=GitHub-Sponsors&logoColor=#EA4AAA)](https://github.com/sponsors/Coding-Solo) [![](https://badge.mcpx.dev?type=server 'MCP Server')](https://modelcontextprotocol.io/introduction) [![Made with Godot](https://img.shields.io/badge/Made%20with-Godot-478CBF?style=flat&logo=godot%20engine&logoColor=white)](https://godotengine.org) [![](https://img.shields.io/badge/Node.js-339933?style=flat&logo=nodedotjs&logoColor=white 'Node.js')](https://nodejs.org/en/download/) [![](https://img.shields.io/badge/TypeScript-3178C6?style=flat&logo=typescript&logoColor=white 'TypeScript')](https://www.typescriptlang.org/) [![](https://img.shields.io/github/last-commit/Coding-Solo/godot-mcp 'Last Commit')](https://github.com/Coding-Solo/godot-mcp/commits/main) [![](https://img.shields.io/github/stars/Coding-Solo/godot-mcp 'Stars')](https://github.com/Coding-Solo/godot-mcp/stargazers) [![](https://img.shields.io/github/forks/Coding-Solo/godot-mcp 'Forks')](https://github.com/Coding-Solo/godot-mcp/network/members) [![](https://img.shields.io/badge/License-MIT-red.svg 'MIT License')](https://opensource.org/licenses/MIT) ```text ((((((( ((((((( ((((((((((( ((((((((((( ((((((((((((( ((((((((((((( ((((((((((((((((((((((((((((((((( ((((((((((((((((((((((((((((((((( ((((( ((((((((((((((((((((((((((((((((((((((((( ((((( ((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( ((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( ((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( (((((((((((@@@@@@@(((((((((((((((((((((((((((@@@@@@@((((((((((( (((((((((@@@@,,,,,@@@(((((((((((((((((((((@@@,,,,,@@@@((((((((( ((((((((@@@,,,,,,,,,@@(((((((@@@@@(((((((@@,,,,,,,,,@@@(((((((( ((((((((@@@,,,,,,,,,@@(((((((@@@@@(((((((@@,,,,,,,,,@@@(((((((( (((((((((@@@,,,,,,,@@((((((((@@@@@((((((((@@,,,,,,,@@@((((((((( ((((((((((((@@@@@@(((((((((((@@@@@(((((((((((@@@@@@(((((((((((( ((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( ((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( @@@@@@@@@@@@@((((((((((((@@@@@@@@@@@@@((((((((((((@@@@@@@@@@@@@ ((((((((( @@@(((((((((((@@(((((((((((@@(((((((((((@@@ ((((((((( (((((((((( @@((((((((((@@@(((((((((((@@@((((((((((@@ (((((((((( (((((((((((@@@@@@@@@@@@@@(((((((((((@@@@@@@@@@@@@@((((((((((( ((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( ((((((((((((((((((((((((((((((((((((((((((((((((((((( ((((((((((((((((((((((((((((((((((((((((((((((( ((((((((((((((((((((((((((((((((( /$$ /$$ /$$$$$$ /$$$$$$$ | $$$ /$$$ /$$__ $$| $$__ $$ | $$$$ /$$$$| $$ \__/| $$ \ $$ | $$ $$/$$ $$| $$ | $$$$$$$/ | $$ $$$| $$| $$ | $$____/ | $$\ $ | $$| $$ $$| $$ | $$ \/ | $$| $$$$$$/| $$ |__/ |__/ \______/ |__/ ``` 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](https://godotengine.org/download) 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 ``` <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`): ```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: ```json { "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: ```json { "mcpServers": { "godot": { "command": "npx", "args": ["@coding-solo/godot-mcp"], "env": { "GODOT_PATH": "/path/to/godot", "DEBUG": "true" } } } } ``` </details> ### Environment Variables | Variable | Description | |----------|-------------| | `GODOT_PATH` | Path to the Godot executable (overrides automatic detection) | | `DEBUG` | Set to `"true"` to enable detailed server-side debug logging | <details> <summary><strong>Building from Source</strong></summary> ```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`. </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](LICENSE) file for details.
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