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MCP server for automated Godot 4 game testing. Enables launching games, capturing errors, and verifying changes from Claude Code or any MCP client.
MCP server for automated Godot 4 game testing. Enables launching games, capturing errors, and verifying changes from Claude Code or any MCP client.
MCP server for automated Godot 4 game testing. Launch games, capture errors, verify changes — all from Claude Code or any MCP client.
godot_run_and_check — launch, run N seconds, report PASS/FAILClone:
git clone https://github.com/hyunlord/godot-test-mcp.git
Install:
cd godot-test-mcp
pip install -e .
Add to your Godot project's .mcp.json:
{
"mcpServers": {
"godot-test": {
"command": "python3",
"args": ["/path/to/godot-test-mcp/src/server.py"],
"env": {
"GODOT_PROJECT_PATH": ".",
"GODOT_PATH": ""
}
}
}
}
In Claude Code:
godot_run_and_check(seconds=15)
| Tool | Description |
|---|---|
godot_launch |
Start Godot (headless/windowed/editor) |
godot_stop |
Stop running Godot process |
godot_get_errors |
Get parsed errors/warnings |
godot_get_output |
Get raw stdout/stderr |
godot_run_and_check |
Launch → run N sec → collect errors → PASS/FAIL |
godot_headless_import |
Quick --headless --quit parse check |
godot_get_status |
Check if Godot is running/stopped/crashed |
| Variable | Description |
|---|---|
GODOT_PATH |
Path to Godot executable (auto-detected if empty) |
GODOT_PROJECT_PATH |
Path to Godot project root (auto-detected if empty) |
If GODOT_PATH is not set, the server searches in order:
/Applications/Godot.app/Contents/MacOS/Godot, ~/Applications/.../usr/bin/godot, snap/flatpak pathsC:\Godot\Godot.exe, %LOCALAPPDATA%\Godot\...PATH lookup via which godotIf GODOT_PROJECT_PATH is not set, the server searches for project.godot starting from the current directory and walking up to 5 parent directories.
MIT
Run in your terminal:
claude mcp add godot-test-mcp -- npx Security
Low riskAutomated heuristic from public metadata — not a security guarantee.