Godot MCP
Pure-Python FastMCP server for Godot 4 — 28 headless & animation tools. Runs via uvx.
Installation
Ajoutez ceci à la configuration MCP de votre client (Claude Desktop : claude_desktop_config.json ; Cursor : .cursor/mcp.json ; VS Code et les autres utilisent la même forme « mcpServers »).
godot-mcp-uvxclaude mcp add godot-mcp -- uvx godot-mcp-uvx==1.0.4
{
"mcpServers": {
"godot-mcp": {
"command": "uvx",
"args": [
"godot-mcp-uvx==1.0.4"
]
}
}
}
Documentation
Tirée du README du projet sur GitHub, actualisée chaque semaine. Les liens ouvrent GitHub.
Sommaire
godot-mcp — Pure Python FastMCP Server for Godot 4
A zero Node.js Model Context Protocol server for Godot 4 — translated from
Coding-Solo/godot-mcp and youichi-uda/godot-mcp-pro into pure Python using
the official FastMCP framework. Runs with ultra-low RAM via uvx.
Quick Start
You can invoke this server over standard I/O (stdio) from anywhere on your machine instantly using uvx without manually cloning files or configuring virtual environments:
# Run globally via uvx from PyPI (Bypasses local setup completely)
GODOT_PATH=/path/to/godot4 uvx --from godot-mcp-uvx godot-mcp
# Local development installation (For active contributors)
git clone https://github.com/jxlee007/godot_mcp
cd godot_mcp
uv tool install --editable .
MCP Client Configuration
Add this structural configuration block straight into your global client matrix environment profile (e.g., ~/.gemini/antigravity-cli/settings.json or Claude / Cline settings):
{
"mcpServers": {
"godot_render": {
"command": "uvx",
"args": [
"--from",
"godot-mcp-uvx",
"godot-mcp"
],
"env": {
"GODOT_PATH": "/path/to/godot4",
"DEBUG": "false"
}
}
}
}
Environment Variables
| Variable | Description |
|---|---|
GODOT_PATH | Path to the Godot 4 executable (auto-detected if unset) |
DEBUG | "true" enables verbose stderr logging |
Tools (28 total)
Core Runtime (14)
| Tool | Description |
|---|---|
get_godot_version | Return installed Godot version |
launch_editor | Open Godot editor for a project |
run_project | Run project in debug mode, capture output |
get_debug_output | Read stdout/stderr from running project |
stop_project | Kill running project, return final output |
list_projects | Find Godot projects in a directory |
get_project_info | Metadata, file counts, version |
create_scene | Create a new .tscn file via GDScript |
add_node | Add a node to an existing scene |
load_sprite | Load texture onto Sprite2D/TextureRect |
export_mesh_library | Export .tscn as MeshLibrary .res |
save_scene | Save / save-as a scene file |
get_uid | Get UID for a Godot 4.4+ resource |
update_project_uids | Resave all resources to regenerate UIDs |
Animation Text Pipeline (4)
| Tool | Description |
|---|---|
quantize_animation_keyframes | Round timestamps to fixed fps increments (12/24 fps anime look) |
set_animation_interpolation_mode | Bulk-swap easing: linear, cubic, nearest/stepped |
stitch_animation_library | Merge external .glb/.tres clips into master AnimationLibrary |
generate_track_filter | Generate AnimationNodeBlendFilter for upper/lower body isolation |
AnimationTree Blueprinting (3)
| Tool | Description |
|---|---|
generate_state_machine | Inject AnimationNodeStateMachine into a .tscn file |
compile_state_transitions | Write transition arrows with conditions |
calculate_blend_space_2d | Generate 2D blend space for directional locomotion |
Camera & Cinematic (3)
| Tool | Description |
|---|---|
generate_bezier_camera_path | Catmull-Rom bezier Path3D + PathFollow3D + Camera3D with tension control |
inject_lookat_tracking | Generate LookAt tracking GDScript for Camera3D |
build_camera_switcher_timeline | Write Animation that switches Camera3D.current at timestamps |
NPR Materials & Shaders (2)
| Tool | Description |
|---|---|
batch_shader_uniforms | Bulk-override shader_parameter/* in all .tres files |
remap_texture_channels | Wire textures into material property slots |
Pipeline Automation (2)
| Tool | Description |
|---|---|
toggle_movie_maker | Edit project.godot to enable/disable Movie Maker mode |
run_headless_diagnostics | Validate imports, UIDs, shader entry points via Godot CLI |
Architecture
src/godot_mcp/
├── __init__.py
├── server.py # FastMCP app — all 28 tools
└── scripts/
└── godot_operations.gd # Bundled GDScript engine (preserved untouched)
Two operation modes:
- Subprocess bridge — core 14 tools invoke
godot_operations.gdheadlessly viasubprocess.run() - Text manipulation — pro-port 14 tools parse/write
.tscn,.tres,project.godotfiles as plain text using Python stdlibreonly
Requirements
- Python 3.10+
- Godot 4.x installed (set
GODOT_PATHor ensure it is on$PATH) uvorpip
License
MIT
Questions fréquentes
Qu'est-ce que Godot MCP ?
Pure-Python FastMCP server for Godot 4 — 28 headless & animation tools. Runs via uvx.
Comment installer Godot MCP ?
Il s'exécute sur votre machine. Dans Claude Code : claude mcp add godot-mcp -- uvx godot-mcp-uvx==1.0.4. Pour les autres clients, collez la configuration JSON de cette page dans leurs réglages MCP.
Faut-il une clé API pour Godot MCP ?
Son entrée au registre n'indique aucune clé ni secret obligatoire. Certaines fonctions peuvent tout de même demander un compte auprès du service auquel il se connecte.
Godot MCP est-il open source ?
Oui. Son code est sur GitHub sous licence MIT.
Qui maintient Godot MCP ?
Il est publié par jxlee007. AI.tn le référence sans le maintenir ni le recommander.
Issu du registre MCP officiel. Être listé n'est pas une recommandation : vérifiez le code et les permissions d'un serveur avant de lui donner accès à vos données.