Godot MCP Server
Godot engine project workflows managed directly through AI assistance capabilities.
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Overview
Godot MCP Server provides an interface for interacting with Godot game engine projects, enabling developers to incorporate engine-specific project data into their AI-driven development workflows. It is built using TypeScript and Node.js to bridge the gap between local project files and AI agents. The server functions as a community-maintained tool designed to assist with tasks involving Godot project structures. By providing a structured MCP interface, it allows for more efficient exploration and management of game assets and scripts within the Godot ecosystem.
Our verdict
This server carries a high risk level with a security score of 29/100, primarily due to the lack of any authentication method, meaning anyone with access to the configuration can use it. Furthermore, it provides full write access to your project files without a read-only mode, and it is community-maintained rather than vendor-backed. It should only be used in isolated development environments where security exposure to external agents is strictly controlled.
- Features a small, manageable footprint with only three direct dependencies.
- Licensed under the permissive MIT license for flexible usage.
- Includes real, structured documentation within the repository README.
- Maintains significant community interest with over 4,700 GitHub stars.
- Lacks any built-in authentication mechanism for incoming connections.
- Operates without a read-only mode, exposing files to full write operations.
- Not an official product maintained by the Godot Engine developers.
- No OAuth support available for secure external service integration.
Setup
{
"mcpServers": {
"godot-mcp": {
"args": [
"-y",
"godot-mcp"
],
"command": "npx"
}
}
}Paste into ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows), then restart Claude Desktop. Some servers require API keys or tokens as environment variables — check the project's README and add an "env" object if needed.
- No read-only mode — running this grants full read/write access.
- No built-in authentication — anyone with access to this config can invoke every tool it exposes.
Tools
| Tool | Description | Risk |
|---|---|---|
| launch_editor | Open the Godot editor for a specific project | medium |
| run_project | Execute Godot projects in debug mode | high |
| get_debug_output | Retrieve console output and error messages | low |
| stop_project | Stop Godot projects programmatically | medium |
| get_godot_version | Retrieve the installed Godot version | low |
| list_projects | Find Godot projects in a specified directory | low |
| get_project_info | Get detailed information about project structure | low |
| create_scene | Create new scenes with specified root node types | medium |
| add_node | Add nodes to existing scenes with customizable properties | medium |
| load_sprite | Load sprites and textures into Sprite2D nodes | medium |
| export_mesh_library | Export 3D scenes as MeshLibrary resources for GridMap | medium |
| save_scene | Save scenes with options for creating variants | medium |
| get_uid | Get UID for specific files | low |
| update_project_uids | Update UID references by resaving resources | medium |
Compatibility
| Client | Local | Docker | Remote | Read-only |
|---|---|---|---|---|
| ChatGPT | ||||
| Claude Desktop | ||||
| Cursor | ||||
| VS Code | ||||
| Windsurf |
Frequently asked questions
›What software do I need to run this server?
You must have the Godot Engine installed on your system along with Node.js version 18.0.0 or higher.
›How do I configure the path to the Godot executable?
You can specify the location of your Godot installation by setting the GODOT_PATH environment variable.
›Are there specific requirements for using UID management features?
The UID management tools, such as retrieving UIDs and updating references, require Godot 4.4 or higher.
›How can I enable debug logging for this MCP server?
You can enable debug mode by setting the DEBUG environment variable to true in your MCP configuration.
Alternatives
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