loading…
Search for a command to run...
loading…
An enhanced MCP server for interacting with the Godot game engine, enabling AI assistants to launch the editor, run projects, manage scenes and nodes, and handl
An enhanced MCP server for interacting with the Godot game engine, enabling AI assistants to launch the editor, run projects, manage scenes and nodes, and handle scripts.
MCP Server Made with Godot Node.js TypeScript License
An enhanced Model Context Protocol (MCP) server for interacting with the Godot game engine. This server enables AI assistants to launch the Godot editor, run projects, manage scenes and nodes, handle scripts, and much more.
claude mcp add godot -- npx @xinyuzjj/godot-mcp
With environment variables:
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @xinyuzjj/godot-mcp
Add to your Cline MCP settings file:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/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",
"save_scene",
"create_script",
"attach_script",
"get_uid",
"update_project_uids",
"export_mesh_library"
]
}
}
}
Using the Cursor UI:
godotcommandnpx @xinyuzjj/godot-mcpUsing Project-Specific Configuration:
Create a file at .cursor/mcp.json in your project directory:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}
For any MCP-compatible client, use this configuration:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@xinyuzjj/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}
| Variable | Description |
|---|---|
GODOT_PATH |
Path to the Godot executable (overrides automatic detection) |
DEBUG |
Set to "true" to enable detailed server-side debug logging |
git clone https://github.com/xinyuzjj/godot-mcp.git
cd godot-mcp
npm install
npm run build
Then point your MCP client to build/index.js instead of using npx.
The Godot MCP server uses a bundled GDScript approach for complex operations:
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.
| Tool | Description |
|---|---|
launch_editor |
Launch Godot editor for a specific project |
run_project |
Run the Godot project and capture output |
get_debug_output |
Get the current debug output and errors |
stop_project |
Stop the currently running Godot project |
get_godot_version |
Get the installed Godot version |
list_projects |
List Godot projects in a directory |
get_project_info |
Retrieve metadata about a Godot project |
create_scene |
Create a new Godot scene file |
add_node |
Add a node to an existing scene |
load_sprite |
Load a sprite into a Sprite2D node |
save_scene |
Save changes to a scene file |
create_script |
Create a new GDScript file |
attach_script |
Attach a script to a node in a scene |
get_uid |
Get the UID for a specific file (Godot 4.4+) |
update_project_uids |
Update UID references in a project (Godot 4.4+) |
export_mesh_library |
Export a scene as a MeshLibrary resource |
The server supports creating the following node types:
GODOT_PATH environment variable to your Godot executable pathproject.godot filenpm installContributions are welcome! Please feel free to submit a Pull Request.
This project is licensed under the MIT License - see the LICENSE file for details.
Run in your terminal:
claude mcp add godot-mcp-enhanced -- npx