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Godot MCP by Coding-Solo, a community server for Godot

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Getnpm@coding-solo/godot-mcpcoding-solo/godot-mcp

Lets Claude, Cursor and other AI assistants run your Godot game, read its errors and build scenes without you opening the editor.

Godot MCP lets your AI assistant run a Godot project, read the game's console output and errors, and create or edit scenes. It works through your installed copy of Godot, so the editor does not need to be open.

Before you use it, know that the project looks unmaintained. The version on npm is missing a security fix that exists only in the GitHub code, so read the permissions section first.

Good for

  • Godot developers who want the assistant to run the game and fix the errors it prints
  • Solo makers who want scenes and nodes scaffolded from a short prompt
  • People who want a simple, local setup with no editor plugin and no account

Works in

3 supported · 1 with issues · 8 should work

Tap an app to see how to set it up and any known problems.

Install godot MCP

Claude Code

  1. 1

    Copy this prompt.

    Add the godot MCP server to Claude Code. Run this command:
    
    claude mcp add godot -- npx -y @coding-solo/godot-mcp
    
    Then check that it loaded and tell me if I need to sign in or restart.
  2. 2

    Paste it into Claude Code. It shows the change and asks before running it.

Requires Node.js >=18.0.0, Godot Engine.

Install Godot first and keep it on your system. If the server cannot find Godot, set GODOT_PATH to the Godot executable. In Cursor, MCP tools only run in the Agent chat profile (Cursor Pro or Business). Restart your client after adding the server.

From the project README. Source.

Tools

  • Finds Godot projects inside a folder

    Scans a directory for Godot projects, optionally going into subfolders. Use it when you have a folder of games and want the assistant to find which ones it can work on.

    Try: “Find all Godot projects under ~/games, including subfolders.”

    Read · list_projects

  • Shows details about a Godot project

    Returns metadata about one Godot project, so the assistant knows what it is working with before it changes anything.

    Try: “What Godot version and settings does my platformer project use?”

    Read · get_project_info

  • Shows which Godot version is installed

    Reports the version of Godot installed on your machine. Handy before using features that only exist in newer releases, such as UIDs in 4.4.

    Try: “Which version of Godot do I have installed?”

    Runs code · get_godot_version

  • Creates a new scene file in a project

    Makes a new scene file at a path you choose inside the project, with the root node type you pick, such as Node2D or Node3D. Use it to start a level or character from scratch.

    Try: “Create a scene called player.tscn with a Node2D root in my game project.”

    Write · create_scene

  • Adds a node to an existing scene

    Inserts a node of a given type, such as Sprite2D or CollisionShape2D, under a parent node in a scene, with a name and optional properties. Use it to build up a scene piece by piece.

    Try: “Add a CollisionShape2D called Hitbox under the Player node in player.tscn.”

    Write · add_node

  • Sets a texture on a Sprite2D node

    Assigns an image file from your project as the texture of a Sprite2D node in a scene, so a character or object shows the right artwork.

    Try: “Load res://art/hero.png into the Sprite2D node of player.tscn.”

    Write · load_sprite

  • Saves a scene, optionally as a copy

    Writes changes to a scene file, or saves it to a new path to make a variant. Use it after editing a scene to keep your changes.

    Try: “Save player.tscn as player_alt.tscn.”

    Write · save_scene

  • Exports a 3D scene as a MeshLibrary

    Turns a 3D scene into a MeshLibrary resource file, optionally limited to chosen meshes. This is what GridMap nodes use to place tiles in 3D levels.

    Try: “Export tiles.tscn as a mesh library at res://tiles.res.”

    Write · export_mesh_library

  • Opens the Godot editor on a project

    Starts the Godot editor for a project you name, so you can look at what the assistant has built or keep editing by hand.

    Try: “Open my platformer project in the Godot editor.”

    Runs code · launch_editor

  • Runs the game and captures its output

    Starts the project, or one specific scene, and records what it prints. Use it to test a change and see errors without leaving the chat.

    Try: “Run the main scene of my platformer and tell me if anything fails.”

    Runs code · run_project

  • Shows the running game's output and errors

    Returns the current debug output and errors from the project started with run_project, so the assistant can diagnose crashes or warnings.

    Try: “Show me the errors from the game that is running.”

    Read · get_debug_output

  • Stops the running game

    Stops the Godot project that is currently running. Use it when you have finished testing or the game is stuck.

    Try: “Stop the running game.”

    Runs code · stop_project

Read from the source code

Pros and cons

Good

  • Free and open source under the MIT license, with no account or API key.
  • Works with the Godot editor closed, with no editor plugin.
  • Runs the game and sends its console output and errors back to the assistant.
  • Creates scenes, adds nodes and exports 3D scenes as a MeshLibrary.
  • Documented setup for Claude Code, Cline and Cursor.

Watch out

  • Maintenance has stalled, with no commits since April 2026.
  • The npm release is missing a fix that stops scripts being loaded as node types.
  • No screenshots, input simulation or script editing.
  • Launch errors are not passed back to the AI.
  • C# scripts attached to nodes are stripped on save.
  • No read-only mode.

Permissions

medium risk · 5 things to watch · 1 advisory

Medium risk

A prompt or project could make the assistant run scripts on your computer, and the npm version is missing a fix for that. Build from the GitHub main branch, point it only at projects you trust, and approve scene changes by hand.

What it can do

  • Read your data
  • Create and change things
  • Delete things
  • Read-only mode

Watch out for

  • The npm version can load any script you name

    In the version npx installs (0.1.1), add_node and create_scene will load and run any .gd script passed as the node type. The fix is on GitHub main but not on npm, so build from source or skip auto-approval for those two tools. github.com

  • It runs and edits any Godot project it can reach

    The agent can open, run and write scenes in any folder with a project.godot that your account can reach, and running a project executes its scripts. Only point it at projects you trust. github.com

  • Maintenance has stalled

    The last commit is from April 2026 and the only npm release is from February 2026. Expect no more security fixes; check a maintained fork if you need them. github.com

  • Godot can keep running after you close the client

    A game started by the server may stay open if the client stops it in some ways. Check for stray Godot windows and close them. github.com

  • Old dependencies are flagged, with little exposure

    An open issue flags known flaws in two old libraries. The server only runs locally and does not use the affected one, so this matters little as shipped. github.com

Security advisories

Technical details
Turning on read-onlyNo read-only mode. To limit it, approve calls one at a time instead of auto-approving: get_godot_version, list_projects, get_project_info, get_debug_output and get_uid only read; the scene tools write files and run_project and launch_editor start Godot.
Sign-in and keysNone. It needs no account or API key.

Alternatives

Use this one if you want a simple setup that runs and edits projects with the editor closed. Pick godot-ai to edit the live editor with a maintained add-on, or the tugcantopaloglu fork for more tools and C# support.

ServerOfficialRunsCan change thingsGitHub stars
godot-mcp (Coding-Solo)This pageCommunityLocalYes6.5K
godot-aiCommunityLocalYes3.3K
Godot MCP ProCommunityLocalYes638
godot-mcp fork (tugcantopaloglu)CommunityLocalYes506
Godot-MCP (ee0pdt)CommunityLocalYes621
GDAI MCPCommunityLocalYes103

What people say

People like how simple it is to set up and dislike that nobody seems to be maintaining it.

What people like

  • Simple to set up and easy to reason about, because it only touches what you ask it to run or write.
  • Runs on its own, so it works with the Godot editor closed and needs no editor plugin.
  • Running the game after each edit to check the result usually works well.

Common complaints

  • Looks unmaintained: no commits since April 2026 and no reply to a question about whether it is still active.
  • No script editing, screenshots, input simulation or tests, which editor-plugin rivals offer.
  • Launch errors are not passed back to the AI.

In their words

Questions

Is godot-mcp free?

Yes. It is free and open source under the MIT license, and it needs no account or API key.

Is godot-mcp safe to use?

Mostly, if you build it from the GitHub main branch. The npm version (0.1.1) fixes a shell command flaw (CVE-2026-25546), but its scene tools can still load and run any script named as a node type. That fix is only on GitHub, not on npm.

Is godot-mcp still maintained?

Not really. The last commit is from April 2026, the only npm release is from February 2026, and a question about whether it is still active has no maintainer reply.

Do I need the Godot editor open?

No. It runs as its own process and calls your installed Godot from the command line, including headless runs for scene edits. It does not connect to an open editor.

Why does it say Godot was not found?

Auto-detection only checks common install paths. Set GODOT_PATH in the server's env to the full path of the Godot program and restart your client.

Why do I get 'No active Godot process'?

The debug output tool only works for a game started through the server. Users fixed it by putting Godot on the PATH or setting GODOT_PATH. On WSL, use a Godot build that matches where the server runs.

Does it work with C# (.NET) projects?

Partly. It can launch a .NET build of Godot, but a user reports that adding nodes strips attached C# scripts on save. The tugcantopaloglu fork says it adds C# support.

Can it take screenshots or send input to the game?

No, not in the released version. Both exist only as open requests and unmerged pull requests.

Which Godot versions does it work with?

The README gives no range. The UID tools need Godot 4.4 or newer, and users report running it on 4.4.1 and 4.6.2.

Examples

  • Run the game after an edit and fix the errors it prints

    Run my Godot project at ~/games/platformer, then read the debug output and fix any errors in the scripts.

  • Make the assistant check every change by running the game

    Always use Godot MCP to run the game for functional verification after making edits.

    Source
  • Scaffold a new scene with a player sprite

    Create a scene res://scenes/Player.tscn with a CharacterBody2D root, add a Sprite2D child and load res://art/player.png into it, then save the scene.

  • Turn a 3D scene into a MeshLibrary for a GridMap

    Export res://levels/tiles.tscn as a MeshLibrary at res://levels/tiles.meshlib so I can use it in a GridMap.

  • Fix UID references after upgrading to Godot 4.4

    Update the UID references in my project at ~/games/rpg by resaving its resources.

Information

updated Nov 2, 2026

Publisher
Community
Package
@coding-solo/godot-mcp
Registry
npm
Transport
stdio
Auth
None
Version
0.1.1
License
MIT
Last commit
Apr 16, 2026
Open issues
40

GitHubnpmIssues

Other Godot MCP servers

Sources

Docs, issue trackers and discussions this page is built from. Issues, quotes and findings above link to their own source.

Show all 19
  1. Godot MCP README · github.com
  2. godot-mcp issue 119 · github.com
  3. Fix arbitrary script loading · github.com
  4. raw.githubusercontent.com · raw.githubusercontent.com
  5. Command Injection in godot-mcp via unsanitized projectPath · github.com
  6. godot-mcp issue 142 · github.com
  7. godot-mcp issue 118 · github.com
  8. godot-mcp issue 101 · github.com
  9. godot-mcp issue 37 · github.com
  10. godot-mcp issue 88 · github.com
  11. godot-mcp issue 111 · github.com
  12. godot-mcp issue 55 · github.com
  13. godot-mcp issue 44 · github.com
  14. Godot MCP Servers Compared · godotlearning.com
  15. godot-mcp issue 77 · github.com
  16. godot-mcp issue 106 · github.com
  17. godot-ai · github.com
  18. godot-mcp fork · github.com
  19. Godot MCP Pro · godot-mcp.abyo.net

Facts from the official MCP registry, GitHub, npm, PyPI and the Docker catalog. Updated Nov 2, 2026.