Godot MCP
Interact with the Godot game engine: edit, run and debug projects and manage scenes.
Que pouvez-vous faire avec Godot MCP ?
- 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:
Installation
Les étapes d'installation sont dans la documentation ci-dessous. Documentation
Documentation
Tirée du README du projet sur GitHub, actualisée chaque semaine. Les liens ouvrent GitHub.
Godot MCP
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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
Cline
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"
]
}
}
}
Cursor
Using the Cursor UI:
- Go to Cursor Settings > Features > MCP
- Click on the + Add New MCP Server button
- Fill out the form:
- Name:
godot - Type:
command - Command:
npx @coding-solo/godot-mcp
- Name:
- Click "Add"
- 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"
}
}
}
}
Other MCP Clients
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"
}
}
}
}
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 |
Building from Source
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.
Architecture
The Godot MCP server uses a bundled GDScript approach for complex operations:
- Direct Commands: Simple operations like launching the editor or getting project info use Godot's built-in CLI commands directly.
- 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_PATHenvironment 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.godotfile - Build Issues: Make sure all dependencies are installed by running
npm install
Cursor-Specific Issues
- 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
License
This project is licensed under the MIT License - see the LICENSE file for details.
Questions fréquentes
Qu'est-ce que Godot MCP ?
Interact with the Godot game engine: edit, run and debug projects and manage scenes.
Comment installer Godot MCP ?
Suivez les étapes d'installation de sa documentation, affichée sur cette page et dans son dépôt.
Godot MCP est-il open source ?
Oui. Son code est sur GitHub sous licence MIT.
Qui maintient Godot MCP ?
Il est publié par Coding-Solo. AI.tn le référence sans le maintenir ni le recommander.
Issu des listes communautaires awesome-mcp-servers et du dépôt GitHub du projet. Être listé n'est pas une recommandation : vérifiez le code et les permissions d'un serveur avant de lui donner accès à vos données.