A headless MCP server for Godot Engine, providing tools to launch the editor, run projects, debug errors, capture screenshots and runtime output, design and manipulate scenes, and automate development
View on GitHub ↗A Model Context Protocol (MCP) server for interacting with the Godot game engine. It lets AI agents (Claude, Cursor, Cline, Codex, opencode, etc.) inspect, modify, run, and debug a Godot project directly.
This project is a streamlined and extended fork of the popular Coding-Solo/godot-mcp. It keeps the shared architecture and adds visual verification, project discovery, and scene/script analysis tools on top.Thank you for making this possible with your excellent open-source work!
- Features - Requirements - Installation - Connecting an MCP Client - Tools - How It Works / Architecture - Environment Variables - Troubleshooting - Building from Source - License
- Editor Management: Launch the Godot editor, close it, read its console output. - Running Projects: Run a project or a single scene in debug mode, capture output/errors, and stop it. - Scene Management: Create scenes, add nodes, load sprites/textures, export MeshLibrary resources, and save scenes. - Project Discovery: List browsable Godot projects and find files within a project by category. - Scene & Script Analysis: Read a .tscn scene's hierarchy and a .gd script's contents as structured JSON. - Visual Verification: Render a scene and return a screenshot (requires a real display). - UID Management (Godot 4.4+): Read file UIDs and update project references.
Component Requirement ------ Godot Engine 4.x (4.4+ recommended) Node.js = 24.0.0 npm bundled with Node
From the project README.
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