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Godot MCP Server

MCP server for controlling the Godot game engine, launching the editor, running projects, capturing debug output, and editing scenes and resources.

by Coding Solo · submitted by oktofeesh1·added 2026-06-05·
Review first review before installing

Open the source and read safety notes before installing.

Citation facts

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Source URLs
https://github.com/coding-solo/godot-mcp/blob/main/README.md, https://github.com/coding-solo/godot-mcp
Brand
Godot MCP
Brand domain
github.com
Safety notes
Godot MCP can launch the editor, run projects, stop projects, inspect project structure, create scenes, add nodes, load sprites, export MeshLibrary resources, save scenes, and update UID references., Running a Godot project can execute project scripts, editor plugins, tool scripts, and asset import logic, so use trusted projects and review side effects before agent-driven runs., Scene and resource tools can modify project files; review generated changes before committing or overwriting assets., Debug logging can be verbose and may expose paths, errors, project internals, or runtime state.
Privacy notes
Project paths, scene names, asset names, debug output, errors, source structure, node trees, generated resources, and prompts may be visible to the MCP client and model provider., Godot projects may contain unreleased game content, licensed assets, gameplay logic, credentials in config files, or private build paths., Avoid sharing debug logs or generated scene diffs publicly until they are reviewed for sensitive project details.
Author
Coding Solo
Submitted by
oktofeesh1
Claim status
unclaimed
Last verified
2026-06-05

Decision playbook

Review trust signals before you adopt

Signals are present but mixed. Use the checklist below to confirm the source and operational safety for your environment.

Compare context
Selected

0

Current score

63

Baseline

Delta

No baseline selected

No major trust-signal divergence detected in the current selection.

Source and provenance checks

Needs review

Confirm ownership and provenance before trusting install instructions.

  • Source link availableRequired

    Open the canonical repository and verify ownership.

    Done
  • Source provenance statusRequired

    Marked as source-backed.

    Done
  • Metadata reviewed

    No reviewed flag detected in metadata.

    Pending

Safety and privacy checks

Complete

Validate risk disclosures before installation or API wiring.

  • Safety notes presentRequired

    Review the listed safety guidance before running commands.

    Done
  • Privacy notes presentRequired

    Review data handling notes before connecting accounts or secrets.

    Done
  • Trust level risk gateRequired

    Trust level does not block evaluation.

    Done

Package and install checks

Needs review

Check package metadata and artifact integrity signals.

  • Install payload available

    Install or copy payload is available for review.

    Done
  • Package verification flag

    No package verification flag provided.

    Pending
  • Checksum metadata

    No checksum provided for downloaded artifact.

    Pending

Compare-driven decision checks

Needs review

Use compare context to validate trade-offs before adoption.

  • Compare tray has multiple entries

    Add at least one more entry to compare trust differences.

    Pending
  • Baseline comparison available

    No baseline peer selected yet.

    Pending
  • Diverging trust signals identified

    No major trust-signal divergence found.

    Pending

Setup at a glance

CLI install

Copy-ready — paste the snippet to get started.

10 minutes

Adoption plan

Balanced adoption plan

Current risk score 24/100. Use staged verification before broader rollout.

Risk 24

Pre-adoption checks

Validate source and review signals before any execution.

  • Confirm source provenanceRequired

    Source URL/provenance metadata is present.

    Done
  • Confirm metadata review state

    No review metadata found; increase manual validation.

    Pending
  • Verify install payload

    Install/config payload exists and can be inspected.

    Done

Security checks

Confirm safety, privacy, and package integrity signals.

  • Review safety notesRequired

    Safety notes are present.

    Done
  • Review privacy notesRequired

    Privacy notes are present.

    Done
  • Verify package integrity metadata

    No package verification/checksum metadata.

    Pending

Rollout

Adopt in controlled steps based on the selected plan.

  • Run in isolated sandbox firstRequired

    Use a constrained sandbox and observe behavior across multiple tasks.

    Pending
  • Roll out graduallyRequired

    Roll out to a small cohort before wider usage.

    Pending
  • Set monitoring and fallback

    Define rollback path and monitor errors after adoption.

    Pending

Evidence readiness

Evidence readiness matrix · balanced

Missing required evidence: Metadata review. Risk score 31.

Risk 31

Source provenance

Present

Source repository/provenance is listed.

Required in this preset

Metadata review

Missing

Review metadata is missing.

Required in this preset

Safety notes

Present

Safety notes are present.

Required in this preset

Privacy notes

Present

Privacy notes are present.

Optional in this preset

Package integrity

Missing

Package integrity metadata is missing.

Optional in this preset

Install payload

Present

Install payload is available.

Required in this preset

Required gaps: Metadata review

Decision timeline

Decision timeline · balanced

Blocking gaps: Check metadata review status. Risk 28.

Risk 28

triage

Confirm source provenanceRequired

Source/provenance metadata is available.

Done

triage

Check metadata review statusRequired

Review metadata is missing.

Pending

verify

Review safety notesRequired

Safety notes are available.

Done

verify

Review privacy notes

Privacy notes are available.

Done

verify

Validate package integrity metadata

Package integrity metadata is missing.

Pending

rollout

Verify install payload and commandsRequired

Install payload is available.

Done

Blockers: Check metadata review status

Prerequisite readiness

Prerequisite readiness

4 prerequisites to line up before setup. Includes a review or approval gate.

0/4 ready
Install & runtime2Review & approval1General110 minutes

Safety & privacy surface

Safety & privacy surface

4 safety and 3 privacy notes across 5 risk areas. Review closely: credentials & tokens, third-party handling.

5 areas
  • SafetyExecution & processesGodot MCP can launch the editor, run projects, stop projects, inspect project structure, create scenes, add nodes, load sprites, export MeshLibrary resources, save scenes, and update UID references.
  • SafetyExecution & processesRunning a Godot project can execute project scripts, editor plugins, tool scripts, and asset import logic, so use trusted projects and review side effects before agent-driven runs.
  • SafetyLocal filesScene and resource tools can modify project files; review generated changes before committing or overwriting assets.
  • SafetyLocal filesDebug logging can be verbose and may expose paths, errors, project internals, or runtime state.
  • PrivacyThird-party handlingProject paths, scene names, asset names, debug output, errors, source structure, node trees, generated resources, and prompts may be visible to the MCP client and model provider.
  • PrivacyCredentials & tokensGodot projects may contain unreleased game content, licensed assets, gameplay logic, credentials in config files, or private build paths.
  • PrivacyData retentionAvoid sharing debug logs or generated scene diffs publicly until they are reviewed for sensitive project details.

Safety notes

  • Godot MCP can launch the editor, run projects, stop projects, inspect project structure, create scenes, add nodes, load sprites, export MeshLibrary resources, save scenes, and update UID references.
  • Running a Godot project can execute project scripts, editor plugins, tool scripts, and asset import logic, so use trusted projects and review side effects before agent-driven runs.
  • Scene and resource tools can modify project files; review generated changes before committing or overwriting assets.
  • Debug logging can be verbose and may expose paths, errors, project internals, or runtime state.

Privacy notes

  • Project paths, scene names, asset names, debug output, errors, source structure, node trees, generated resources, and prompts may be visible to the MCP client and model provider.
  • Godot projects may contain unreleased game content, licensed assets, gameplay logic, credentials in config files, or private build paths.
  • Avoid sharing debug logs or generated scene diffs publicly until they are reviewed for sensitive project details.

Prerequisites

  • Godot Engine installed on the development machine.
  • Node.js 18 or newer and npm available to the MCP client runtime.
  • Godot project directory containing a `project.godot` file.
  • Clear approval rules for when an agent may run, stop, or edit a project.

Schema details

Install type
cli
Troubleshooting
No
Source repository stats
Scope
Source repo
Collection metadata
Estimated setup
10 minutes
Difficulty
intermediate
Full copyable content
{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["@coding-solo/godot-mcp"],
      "env": {
        "GODOT_PATH": "PATH_TO_GODOT_EXECUTABLE"
      }
    }
  }
}

About this resource

Content

Godot MCP Server connects MCP clients to the Godot game engine. It can launch the editor, run projects, capture debug output, inspect project structure, manage execution, create scenes, add nodes, load sprites, export MeshLibrary resources, save scenes, and work with Godot UID references.

The upstream README documents the @coding-solo/godot-mcp npm package, Claude Code setup, generic MCP client configuration, GODOT_PATH and DEBUG environment variables, and source-build instructions.

Source Review

These sources were reviewed on 2026-06-05. Prefer the live repository and registry metadata for current package name, Node requirement, Godot tool list, environment variables, and setup details.

Features

  • Launch the Godot editor for a project.
  • Run and stop Godot projects in debug mode.
  • Capture console output and error messages.
  • Get the installed Godot version.
  • List Godot projects in a directory and inspect project structure.
  • Create scenes, add nodes, load sprites and textures, export MeshLibrary resources, and save scenes.
  • Get and update UID references for Godot 4.4 and newer projects.
  • Optional debug logging through the DEBUG environment variable when troubleshooting.

Installation

For MCP clients that launch stdio servers:

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

Omit GODOT_PATH when automatic Godot detection works for your environment. Leave debug logging disabled for normal use; set DEBUG to true only while troubleshooting and review logs before sharing them. Restart the MCP client after adding the server.

Use Cases

  • Let Claude run a Godot project and inspect debug output before suggesting a fix.
  • Ask an agent to summarize project structure or verify the installed Godot version.
  • Generate or update scenes and nodes during prototyping.
  • Capture runtime errors after a project launch.
  • Add an agent feedback loop for Godot game development tasks.

Safety and Privacy

Godot MCP gives an agent direct access to a real game project. Keep runs scoped to trusted projects, review file changes before committing, and require human approval before overwriting scenes, modifying resources, or running unfamiliar tool scripts and editor plugins.

Debug output, project paths, scene names, assets, node trees, generated files, and runtime errors can reveal unreleased game content or private project structure. Review logs and diffs before sharing them outside the project.

Duplicate Check

No coding-solo/godot-mcp entry, @coding-solo/godot-mcp package entry, or matching source URL was found in content/mcp. This entry is distinct from general automation servers because it focuses specifically on Godot editor, project, scene, and debug workflows.

Source citations

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How it compares

Godot MCP Server side by side with 3 alternatives on trust, install, platform support, and disclosed safety notes — all from reviewed registry metadata.

Field

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Next steps
Trust
Review statusNot reviewedNot reviewedNot reviewedNot reviewed
Package trustPackage not verifiedPackage not verifiedPackage not verifiedPackage not verified
Source provenanceSource-backedSource-backedSource-backedSource-backed
Submitteroktofeesh1oktofeesh1oktofeesh1oktofeesh1
Install riskReview firstReview firstReview firstReview first
Notes Safety ✓ Privacy ✓ Safety ✓ Privacy ✓ Safety ✓ Privacy ✓ Safety ✓ Privacy ✓
BrandAI Game Developer logoAI Game Developeragent-device logoagent-device
Categorymcpmcpmcpmcp
SourceSource-backedSource-backedSource-backedSource-backed
AuthorCoding SoloChiR24Ivan MurzakCallstack
Added2026-06-052026-06-062026-06-062026-06-06
Platforms
Harness
Source repo
Safety notesGodot MCP can launch the editor, run projects, stop projects, inspect project structure, create scenes, add nodes, load sprites, export MeshLibrary resources, save scenes, and update UID references. Running a Godot project can execute project scripts, editor plugins, tool scripts, and asset import logic, so use trusted projects and review side effects before agent-driven runs. Scene and resource tools can modify project files; review generated changes before committing or overwriting assets. Debug logging can be verbose and may expose paths, errors, project internals, or runtime state.Unreal Engine MCP Server can create, import, duplicate, rename, move, delete, and modify project assets, actors, levels, Blueprints, Niagara systems, Sequencer tracks, materials, audio, tests, logs, console variables, and editor state. The bridge exposes editor automation through native HTTP/SSE or WebSocket transports; keep listeners on loopback unless you intentionally enable and secure LAN access. Capability-token authentication, TLS, command validation, path sanitization, rate limits, and loopback binding should be reviewed before using remote or multi-user setups. Require confirmation before running console commands, Python execution, UnrealBuildTool tasks, Play-In-Editor sessions, asset deletion, level saves, plugin changes, imports, exports, or source-control-affecting operations. Test against disposable projects before allowing an agent to automate production levels, gameplay systems, render settings, or content directories.AI Game Developer can create, move, copy, modify, and delete Unity assets, scenes, GameObjects, components, scripts, packages, and generated project files. Tools include dynamic C# script execution, C# reflection method lookup and calls, package installation/removal, Unity test execution, editor state changes, play mode control, screenshots, and profiler access. The MCP server supports streamable HTTP and stdio; HTTP deployments should require a bearer token and stay bound to trusted interfaces. Server variables include optional authorization and webhook settings; webhook endpoints can receive tool, prompt, resource, connection, and authorization events. Unity runtime connections can expose compiled game state or in-game behavior to an MCP client, not just editor-only project data. Use source control, backups, tool filtering, and explicit review before allowing destructive tools such as asset deletion, package removal, script execution, or reflection calls.Agent Device MCP exposes structured tools backed by `AgentDeviceClient`; the docs state it does not expose generic shell execution over MCP. Tools and CLI workflows can open apps, inspect UI, tap, type, scroll, perform gestures, wait, assert state, handle alerts, and close sessions. Evidence workflows can capture screenshots, recordings, logs, traces, network traffic, performance samples, crash context, React profiles, and replay files. Mutating commands should run serially against one session, and separate sessions or devices should be used for parallel work. Prefer dedicated test devices or simulators, and require approval before entering credentials, submitting forms, changing settings, installing apps, sending messages, or touching production accounts.
Privacy notesProject paths, scene names, asset names, debug output, errors, source structure, node trees, generated resources, and prompts may be visible to the MCP client and model provider. Godot projects may contain unreleased game content, licensed assets, gameplay logic, credentials in config files, or private build paths. Avoid sharing debug logs or generated scene diffs publicly until they are reviewed for sensitive project details.Project paths, asset names, level contents, screenshots, editor logs, test output, Blueprint graphs, console variables, and generated automation reports can be exposed to the MCP client. Screenshot and viewport tools may capture unpublished game content, UI, debug overlays, local paths, or proprietary assets. Native plugin logs, TypeScript bridge logs, metrics endpoints, and MCP transcripts can reveal project names, file-system paths, automation requests, and tool results. Treat capability tokens, project paths, LAN listener settings, and generated screenshots as sensitive local configuration. Keep automation output inside approved project or scratch directories and remove temporary artifacts before sharing traces or bug reports.Tool calls may expose Unity project paths, asset names, scene hierarchy, serialized object data, scripts, logs, screenshots, profiler metrics, test output, package metadata, and runtime state. MCP config files and Unity plugin config can contain server URLs, connection modes, bearer tokens, authorization settings, enabled tool IDs, and cloud or local endpoint details. Optional webhooks can receive tool, prompt, resource, connection, authorization, and token-bearing request data. Screenshots from Game View, Scene View, cameras, or isolated GameObjects may include proprietary artwork, level design, UI, debug overlays, or unreleased game content. Generated skills and AI-client configuration files can reveal available tools, project structure, installed packages, and local workflow assumptions.Screenshots, recordings, traces, logs, network dumps, replay files, reports, UI snapshots, typed input, and React profiles can contain private UI state, tokens, request data, customer information, or credentials. macOS, iOS, Android, and TV automation can expose local app state, notifications, device names, package identifiers, app content, system dialogs, and permission prompts. Network inspection artifacts may include headers, payloads, session identifiers, URLs, and API data; review before sharing or committing. Interactive CLI runs may check npm for newer package versions unless `AGENT_DEVICE_NO_UPDATE_NOTIFIER=1` is set.
Prerequisites
  • Godot Engine installed on the development machine.
  • Node.js 18 or newer and npm available to the MCP client runtime.
  • Godot project directory containing a `project.godot` file.
  • Clear approval rules for when an agent may run, stop, or edit a project.
  • Unreal Engine 5.0 through 5.8 with a project that can load the included McpAutomationBridge plugin.
  • Node.js 18 or newer when using the TypeScript stdio bridge; native MCP transport can run inside the plugin without Node.js.
  • A code-enabled Unreal project or a prebuilt plugin package that matches the target Unreal Engine version.
  • Required Unreal plugins such as MCP Automation Bridge, Editor Scripting Utilities, and Niagara enabled before automation starts.
  • Unity project using Unity 2022.3 or newer for the current package metadata.
  • Unity Hub or a local Unity Editor installation.
  • Node.js 20.19 or newer, or Node.js 22.12 or newer, for `unity-mcp-cli`.
  • An MCP client such as Claude Code, Claude Desktop, Codex, Cursor, Gemini CLI, GitHub Copilot, Cline, or another supported client.
  • Node.js 22 or newer and `agent-device` installed globally or project-locally.
  • Xcode tooling for iOS, tvOS, or macOS targets, or Android SDK and ADB for Android targets.
  • Device, simulator, emulator, TV, macOS, or Linux desktop target that the agent is allowed to automate.
  • Required local permissions such as Android device trust, iOS Developer Mode, macOS Accessibility, and Screen Recording where applicable.
Install
npx @coding-solo/godot-mcp
npx unreal-engine-mcp-server
npm install -g unity-mcp-cli && unity-mcp-cli install-plugin ./MyUnityProject
claude mcp add --transport stdio --scope user agent-device -- agent-device mcp
Config
{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["@coding-solo/godot-mcp"],
      "env": {
        "GODOT_PATH": "PATH_TO_GODOT_EXECUTABLE"
      }
    }
  }
}
Manual-only setup:
claude mcp add unreal-engine -- npx unreal-engine-mcp-server
Manual-only setup:
npm install -g unity-mcp-cli
unity-mcp-cli install-plugin ./MyUnityProject
unity-mcp-cli open ./MyUnityProject
{
  "mcpServers": {
    "agent-device": {
      "command": "agent-device",
      "args": ["mcp"]
    }
  }
}
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