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Godot MCP

Edit Godot 4 scenes, nodes and scripts; run, test and debug games live in the editor or headless.

Connector by shin2344234 · GitHub account verified by the MCP Registry

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About

Edit Godot 4 scenes, nodes and scripts; run, test and debug games live in the editor or headless.

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

Permissions

What this server can do and what it asks for, from its tool list, install config and code. Checked Nov 1, 2026.

Tools
20 read · 23 write · 6 delete · 30 not yet classified
Secrets
None asked for
Install scripts
None found
Runs as
Node.js package

Tools by what they do 79

Read from the source code; the running server may list different tools.

Read 20 · Look things up without changing anything.

  • anim.read
  • anim.tree_read
  • code.lookup
  • docs.search
  • files.list
  • files.read
  • files.search
  • game.get
  • game.screenshot
  • godot_call_read
  • godot_tools
  • grid.read
Show 8 more tools
  • node.find
  • project.info
  • project.validate
  • resource.read
  • signal.list
  • status
  • visual.shader_check
  • visual.shader_graph_read

Write 23 · Create, change, send or run things.

  • addon.install
  • batch.apply
  • code.rename
  • export.preset_set
  • export.run
  • files.edit
  • files.move
  • files.write
  • game.record
  • grid.edit
  • import.get
  • import.set
Show 11 more tools
  • input.edit
  • node.move
  • project.set
  • resource.create
  • resource.set
  • run.output
  • run.start
  • run.stop
  • scene.close
  • test.run
  • tileset.edit

Delete 6 · Delete, drop, revoke or wipe things.

  • anim.edit
  • audio.edit
  • autoload.edit
  • files.delete
  • game.edit
  • godot_call_write

Not yet classified 30 · We could not tell from the name and description.

  • anim.frames
  • anim.tree
  • audio.buses
  • code.diagnostics
  • code.symbols
  • debug.breakpoints
  • debug.control
  • debug.state
  • docs.class
  • editor.launch
  • editor.logs
  • editor.ui
Show 18 more tools
  • export.presets
  • game.eval
  • game.input
  • game.perf
  • game.time
  • game.tree
  • navigation.bake
  • navigation.path
  • node.groups
  • node.instance
  • project.plugins
  • project.settings
  • resource.deps
  • scene.inherit
  • signal.connect
  • signal.disconnect
  • visual.layout
  • visual.shader_graph

Secrets and settings it asks for

Other settings (environment variables or headers).

  • GODOT_MCP_ALLOW_EVAL
  • GODOT_MCP_BRIDGE_TIMEOUT_MS
  • GODOT_MCP_CACHE_DIR
  • GODOT_MCP_CONFIRM
  • GODOT_MCP_HEADLESS_TIMEOUT_MS
  • GODOT_MCP_LOG_LEVEL
  • GODOT_MCP_LSP_IDLE_MS
  • GODOT_MCP_LSP_PORT
  • GODOT_MCP_LSP_TIMEOUT_MS
  • GODOT_MCP_MODE
  • GODOT_MCP_READ_ONLY
  • GODOT_MCP_TOOLSETS
Show 2 more settings
  • GODOT_PATH
  • GODOT_PROJECT_PATH

Network hosts it talks to 3

  • github.com · found in code
  • godotengine.org · found in code
  • raw.githubusercontent.com · found in code

Files it touches

  • Your home directory (~)

Tools (79)

Read from the source code; the running server may differ. Descriptions are the server’s own words; hidden characters are shown as [U+…].

  • addon.installInstall the editor addon

    Godot addon: install or update addons/godot_mcp (the editor bridge and game runtime this server needs) from the copy bundled with the server, and enable it in project.godot.

  • anim.editEdit animations

    Godot animation: create/remove/rename animations and add tracks and keys on an AnimationPlayer. ops run in order as one undo step; track paths are "Node:property" relative to the player's root_node.

  • anim.framesEdit SpriteFrames

    Godot animation: read or edit the SpriteFrames of an AnimatedSprite2D/3D (or a .tres): add/rename/remove animations, speed/loop, frames cut from a sprite sheet. No ops = summary.

  • anim.readRead animations

    Godot animation: list an AnimationPlayer's libraries and animations, or with animation the tracks and keys of one. Pass library (a .tres) instead of a scene player to read an AnimationLibrary file.

  • anim.treeEdit AnimationTree

    Godot animation: build an AnimationTree state machine, blend space or blend tree (states, transitions, start/end, blend points). ops run in order as one undo step.

  • anim.tree_readRead AnimationTree

    Godot animation: show an AnimationTree's graph (states, transitions, blend points, blend tree nodes) and its parameters.

  • audio.busesRead audio buses

    Godot audio: list the audio buses (volume, mute, solo, send) and their effects from the project's bus layout.

  • audio.editEdit audio buses

    Godot audio: add, remove, rename, move and set buses (volume, mute, solo, send) and their effects; saves the bus layout.

  • autoload.editEdit autoloads

    Godot project: add, remove or reorder autoloads (global singletons loaded at startup).

  • batch.applyBatch scene edits

    Godot scene: apply up to 100 scene edits (node.add, node.set, signal.connect, ...) to one scene in order, all-or-nothing; one undo step in the editor.

  • code.diagnosticsGDScript diagnostics

    Godot code: GDScript errors and warnings for .gd files or a folder, from the language server.

  • code.lookupGDScript lookup

    Godot code: hover docs, definition, references, signature, completion or highlights at a position in a .gd file.

  • code.renameRename GDScript symbol

    Godot code: rename a GDScript symbol across the project via the language server (skips comments/strings). dry_run previews.

  • code.symbolsGDScript symbols

    Godot code: outline of a .gd file (funcs, signals, vars, consts, classes with lines), or find symbols by name with query.

  • debug.breakpointsBreakpoints

    Godot debug: list, add, remove or clear breakpoints of a game started with godot_run_start (process mode), running or stopped.

Show 64 more tools
  • debug.controlDebug control

    Godot debug: continue, pause, step_into/over/out (returns the new location and locals), or evaluate an expression in a stopped game (process runs).

  • debug.stateDebug state

    Godot debug: is the game stopped (breakpoint, error, pause)? Call stack and variables (locals, members, globals) of a frame.

  • docs.classGodot class docs

    Godot docs: class reference for an engine or project class, or one member ("Class.member"), as markdown.

  • docs.searchSearch Godot docs

    Godot docs: search the offline class reference (engine + project classes) by class/member name or words.

  • editor.launchLaunch editor

    Godot editor: open this project in the Godot editor and wait until the MCP plugin connects (the plugin must be enabled in the project).

  • editor.logsEditor log

    Godot editor: read messages, warnings and errors printed by the editor process (plugin and tool scripts, import errors; not a running game's prints). Repeats are merged with a count. Page with "since".

  • editor.uiEditor UI

    Godot editor: get/set the selected nodes, open a script at a line, save all scenes and scripts, or show a toast.

  • export.preset_setEdit export preset

    Godot export: change an export preset's fields/options, or create a preset, in export_presets.cfg.

  • export.presetsExport presets

    Godot export: list export presets (platform, path, filters, options; secrets redacted) and whether export templates are installed.

  • export.runExport project

    Godot export: build the game with an export preset (release, debug, pack-only .pck/.zip, or patch); long-running.

  • files.deleteDelete file

    Godot files: delete a file (and its .uid/.import sidecars). Deleting a folder requires recursive: true. This cannot be undone.

  • files.editEdit file

    Godot files: replace an exact snippet in a text file (old_text -> new_text). old_text must match exactly once unless replace_all. GDScript files are then checked for parse and type errors (as godot_script_validate).

  • files.listList files

    Godot files: list a project folder (res://...). Skips .godot/ and .git/; hides .uid/.import sidecars and, when recursive, addons/ contents unless all. Use recursive with a glob-like "pattern" (e.g. "*.tscn") to find files by type.

  • files.moveMove or rename file

    Godot files: move or rename a file or folder, carrying its .uid/.import sidecar files. References by uid:// keep working; plain res:// references in other files are NOT updated.

  • files.readRead file

    Godot files: read a text file (script, scene .tscn, resource .tres, shader, config) with line numbers. Use offset/limit for long files.

  • files.searchSearch files

    Godot files: search text across project files (scripts, scenes, resources, shaders). Literal by default; set regex for a regular expression.

  • files.writeWrite file

    Godot files: create or overwrite a text file (e.g. a .gd script or .gdshader). GDScript files are then checked for parse and type errors (as godot_script_validate). Prefer godot_files_edit for small changes to existing files.

  • game.editChange live game

    Godot game: change the running game with ops in order: set properties, call a method (returns its value, awaits coroutines), spawn, remove, change/reload scene. Stops at the first failing op; earlier ops stay (no undo, nothing saved).

  • game.evalEvaluate code in game

    Godot game: evaluate code in the running game: an Expression with self = node (default; autoloads and singletons by name), or a GDScript body of func run(node, tree, inputs) (use return). Off unless the server runs with --allow-eval.

  • game.getRead live node

    Godot game: current values of a live node: script variables and non-default properties (or listed ones, "prop:sub" ok), groups; optionally signal connections and script methods.

  • game.inputSend input to game

    Godot game: send input steps in order (keys, actions, clicks on positions or nodes, drags, scroll, typing, joypad, touch, waits). Reports the Control and physics object under each click.

  • game.perfGame performance

    Godot game: performance monitors of the running game (fps, frame times, memory, objects, draw calls...); optionally sample frames (stats, spikes) and profile script functions.

  • game.recordRecord/replay game input

    Godot game: record the game's input events (real and injected) with timestamps, stop to get them as compact JSON (or save to a file), and replay them with the original timing.

  • game.screenshotGame screenshot

    Godot game: screenshot the running game (window, a node's viewport, or a region) or the editor's 2D/3D view, scaled down. Can save it and diff against a saved image.

  • game.timeGame time control

    Godot game: pause/resume the whole game (Godot's suspend: no node processes; SceneTree.paused untouched), step frames or physics ticks, set speed, or wait for a node, signal, condition, frames or seconds.

  • game.treeLive game tree

    Godot game: the running game's live nodes as a flat list (path, class, script, rect/pos, visible text). Filters list matches only; text "Start" finds the button to click.

  • godot_call_readRun a read-only Godot operationread-only

    Godot router: run any read-only operation found with godot_tools (inspect scenes, nodes, files, output).

  • godot_call_writeRun a Godot operation that changes thingscan change or delete data

    Godot router: run any operation found with godot_tools that changes the project, scenes, files or editor state.

  • godot_toolsFind Godot operationsread-only

    Description is built at runtime.

  • grid.editEdit tile/grid map

    Godot world: paint a TileMapLayer/GridMap with ordered ops (set, erase, fill_rect, terrain; clear wipes all cells). One undo step.

  • grid.readRead tile/grid map

    Godot world: read a TileMapLayer/GridMap: cells, bounds and the TileSet tiles/terrains or MeshLibrary items to paint with.

  • import.getGet import settings

    Godot import: show an asset's importer, non-default options (full: all), uid and whether its imported files exist (imports new assets first).

  • import.setChange import settings

    Godot import: change an asset's import options (or importer) and reimport it.

  • input.editEdit input map

    Godot project: edit the input map (actions and their key/mouse/gamepad bindings), applied in order and saved to project.godot.

  • navigation.bakeBake navigation

    Godot world: bake a NavigationRegion2D/3D from its child colliders, meshes, GridMaps and TileMapLayers.

  • navigation.pathNavigation path

    Godot world: shortest path between two points over the scene's baked navigation regions.

  • node.findFind nodes

    Godot node: find nodes in a scene by name (glob/substring), type (incl. subclasses), group, script or property value.

  • node.groupsEdit node groups

    Godot node: add or remove a node's groups (saved in the scene). Undoable in the editor.

  • node.instanceInstance scene

    Godot node: instance a .tscn as a linked sub-scene under a parent, optionally with Editable Children. Undoable in the editor.

  • node.moveReorder node

    Godot node: move a node to another position among its siblings (draw/process order). Undoable in the editor.

  • project.infoProject info

    Godot project facts from project.godot: name, Godot version, main scene, autoloads, input action names, renderer, enabled plugins, C# and test framework detection.

  • project.pluginsEditor plugins

    Godot project: enable or disable editor plugins (addons) and list the available ones.

  • project.setSet project settings

    Godot project: change project settings (project.godot); null resets one to its default. Values are converted to each setting's type.

  • project.settingsRead project settings

    Godot project settings: read raw values from project.godot, filtered by key prefix (e.g. "display/window", "input/jump"). Only non-default values are stored in the file.

  • project.validateValidate project

    Godot project: health check for missing dependencies, stale or duplicate UIDs, script compile errors, broken autoloads, main scene and plugins.

  • resource.createCreate resource

    Godot resource: create a resource file of any Resource class (materials, Theme, Gradient, shapes...) or a .gdshader with code.

  • resource.depsResource dependencies

    Godot resource: list a file's dependencies (missing ones flagged), optionally the files that use it; resolves uid:// paths.

  • resource.readRead resource

    Godot resource: read a .tres/.res/.gdshader (or uid://): class, uid, non-default properties, shader uniforms, theme items.

  • resource.setSet resource properties

    Godot resource: set properties of an existing resource file and save it (undoable in the editor; open scenes update).

  • run.outputGame output

    Godot run: read output and errors of a game started with godot_run_start (process or editor mode). Use level "error" to see only errors, and "since" (the "next" value from the last call) to page.

  • run.startRun game

    Godot run: start the game (main scene, the current scene, or a given scene). Returns a run_id; read errors and prints with godot_run_output, stop with godot_run_stop.

  • run.stopStop game

    Godot run: stop a running game (the given run_id, the latest process run, or the game playing in the editor).

  • scene.closeClose scene tab

    Godot scene: close a scene tab in the editor. Refuses unsaved changes unless save or discard is true.

  • scene.inheritNew inherited scene

    Godot scene: create a new scene file that inherits a base scene (like "New Inherited Scene"); opens it in the editor.

  • signal.connectConnect signal

    Godot signal: connect a node's signal to a method (saved in the scene), optionally creating the handler stub in the target's script.

  • signal.disconnectDisconnect signal

    Godot signal: remove a saved signal connection from a scene. Undoable in the editor.

  • signal.listList signal connections

    Godot signal: list saved signal connections of a node or scene and flag problems (missing/mismatched handlers, unconnected _on_* methods).

  • statusStatus

    Godot status: call this first. Shows the project, whether the live editor is connected (open scenes, unsaved changes, playing state), the Godot executable found, and running games.

  • test.runRun tests

    Godot test: run GUT or GdUnit4 tests headlessly (all, a folder, a file or one test name); returns totals and failures with file:line.

  • tileset.editEdit TileSet

    Godot world: create/edit a TileSet .tres: atlas sources, collision (one-way), navigation, occlusion, terrains, custom data, per-tile values, alternative tiles, animation. Saved at once.

  • visual.layoutControl layout

    Godot visual: apply a Control layout preset, anchors/offsets, size flags or minimum size. Undoable.

  • visual.shader_checkCheck shader

    Godot visual: compile shader code or a .gdshader/VisualShader file and report errors with line numbers.

  • visual.shader_graphEdit visual shader

    Godot visual: edit or create a VisualShader .tres with ordered node ops (add, connect, set...).

  • visual.shader_graph_readRead visual shader

    Godot visual: list a VisualShader's nodes (id, class, properties) and connections per shader type.

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Last commit (this folder)
Oct 16, 2026 (16 days ago)
Last release
Oct 16, 2026 (16 days ago)

From GitHub (fetched Oct 24, 2026).

Details

Registry name
io.github.shin2344234/godot-mcp
Version
0.1.2
Auth
No auth
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Godot MCP. Agent Mart. https://agentmart.dev/connectors/shin2344234-godot-mcp (last updated 2026-10-24)