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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·added 2026-06-05·
Claude CodeClaude Desktop
HarnessClaude CodeClaude Desktop
Review first review before installing

Open the source and read safety notes before installing.

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",
        "DEBUG": "true"
      }
    }
  }
}

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.

Installation

For MCP clients that launch stdio servers:

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

Omit GODOT_PATH when automatic Godot detection works for your environment. 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.

#godot#game-development#debugging#scene-editing#automation

Source citations

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