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gurolayanlar/godot-mcp-flash

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

⭐ 6 stars
⑂ 0 forks
TypeScript
momentum ▲ 12.0
created 2026-09-05
on radar since 2026-09-11
View on GitHub ↗

About godot-mcp-flash

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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