Godot MCP Server (Tuğcan Topaloğlu)
Godot game engine automation with 157 tools for scene, script, and project management.
Data last scanned yesterday · Reviewed 3 weeks ago
Overview
This server provides AI assistants with comprehensive control over the Godot engine. Built on a TypeScript foundation, it enables users to manipulate 2D and 3D scenes, manage UI components, handle animation trees, and execute runtime operations directly within the editor environment. The toolset extends previous capabilities by offering 157 distinct operations. It includes specialized support for GDScript validation, input map management, and C#/.NET project scaffolding, ensuring that complex project structures can be handled reliably during the development cycle.
Our verdict
This server carries a high risk level with a security score of 40/100, primarily due to the fact that it is a community-maintained project rather than an official vendor release. Furthermore, the codebase has not yet undergone an independent editorial security review. It is recommended for use in non-sensitive or experimental Godot project environments, as potential security implications of its extensive execution capabilities remain unvetted.
- Expands feature set to 157 distinct engine control tools
- Provides native support for C#/.NET project scaffolding
- Implements robust GDScript validation and diagnostic features
- Maintains a compact architecture with only three direct dependencies
- Lacks an official vendor maintenance status
- Current security configuration remains editorially unreviewed
- Operates with a limited contributor pool of two individuals
Setup
{
"mcpServers": {
"tugcantopaloglu-godot-mcp": {
"args": [
"-y",
"@tugcantopaloglu/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 |
|---|---|---|
| game_eval | Execute arbitrary GDScript code in the running game with return values | high |
| game_get_property | Read any property on any node by path | low |
| game_set_property | Write any property on any node by path | medium |
| game_call_method | Call any method on any node with arguments | high |
| game_get_node_info | Full node introspection: properties, signals, methods, children | low |
| game_instantiate_scene | Dynamically add scenes to the running game | medium |
| game_remove_node | Remove nodes at runtime | medium |
| game_change_scene | Switch scenes at runtime | medium |
| game_reparent_node | Move nodes between parents | medium |
| game_connect_signal | Wire up signal connections at runtime | medium |
Compatibility
| Client | Local | Docker | Remote | Read-only |
|---|---|---|---|---|
| ChatGPT | ||||
| Claude Desktop | ||||
| Cursor | ||||
| VS Code | ||||
| Windsurf |
Frequently asked questions
›Which versions of the Godot engine are supported?
This server requires Godot 4.4 or later and is tested with Godot 4.7.
›Does this server support C# projects?
Yes, you can scaffold C# projects and generate C# scripts using the create_project and create_csharp_script tools, provided the installed Godot version matches the project's SDK requirements.
›Can I validate my GDScript code without running the game?
Yes, you can use the validate_script or validate_scripts tools to check for syntax and type errors project-wide or for specific files changed in git.
›Does the server allow interaction with a running game instance?
Yes, the server provides a runtime interaction system that supports executing arbitrary GDScript, manipulating nodes, controlling animation, and accessing game performance metrics.
›How are input map conflicts handled?
The manage_input_map tool merges new key events into existing actions and performs physical keycode de-duplication to prevent malformed project settings.
Alternatives
Changelog
- Fixgodot-mcp 3.1.0
2026-07-13
- Fix
- New
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