Godot MCP is a Node.js/TypeScript MCP server that interfaces with Godot to launch editors, run projects, capture debug output, and manage scenes and UID references. It provides commands and environment variables to control Godot-driven workflows from MCP clients.
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What it is
A Model Context Protocol (MCP) server for interacting with the Godot game engine. It enables launching the Godot editor, running projects, capturing debug output, and controlling project execution through MCP clients.
How it works
The server exposes operations via a bundled GDScript approach for complex tasks and direct commands for simple operations. It supports operations such as launching the editor, running projects, getting Godot version, listing projects, and scene management (create scenes, add nodes, load assets, export mesh libraries, save scenes). The bundled operations script accepts operation type and parameters as JSON.
Getting started
Requirements include Godot Engine installed, Node.js (>=18.0.0) and npm, and an MCP-compatible AI agent.
Quick Start examples from README:
claude mcp add godot -- npx @coding-solo/godot-mcp
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @coding-solo/godot-mcp
git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run build
Recent releases
Latest releases section lists "none" for this project.
Traction
Stars: 5065 (as provided). Forks: 448. Open issues: 66.
License
MIT
Caveats
- Requires Godot installed and Node.js 18+
- Environment variables can be used to override paths and enable debug logging
- Build process outputs to a build/index.js; MCP clients should point to that file after building






