
Godot MCP by Coding-Solo, a community server for Godot
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.
The README's main setup is for Claude Code.
Known problems
- Open
Adding nodes to scenes with C# scripts removes the scripts on save
Workaround: Edit the .tscn files directly for scenes that use C# scripts.
Since Apr 2026 · GitHub
The README covers Cursor, in the settings screen or in .cursor/mcp.json. GitHub
The README has a Cline settings entry with an auto-approve list.
Known problems
- Open
Says no Godot process is active even after the game started
Workaround: Put Godot on your PATH or set GODOT_PATH to the full executable path.
Since Jul 2025 · GitHub
Not in the README, but a Codex CLI user ran it.
Known problems
- Open
Fails when Codex runs in WSL but the server points at a Windows Godot .exe
Workaround: Use a Linux Godot inside WSL, or run everything on Windows.
Since Feb 2026 · GitHub
Supports local MCP servers.
Not in the README. A Copilot user reported a problem that has since been fixed.
Known problems
- Fixed
Copilot rejected the scene tools' schema and claimed edits worked when they had not
Reported Dec 2025 · GitHub
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Not in the README. A startup crash in AI Assistant has since been fixed.
Known problems
- Fixed
AI Assistant crashed the server with a broken pipe error on startup
Reported Sep 2025 · GitHub
Supports local MCP servers.
Client does not support this transport.
Client does not support this transport.
Install godot MCP
Claude Code
- 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
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_projectsShows 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_infoShows 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_versionCreates 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_sceneAdds 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_nodeSets 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_spriteSaves 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_sceneExports 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_libraryOpens 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_editorRuns 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_projectShows 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_outputStops 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_projectLooks up a file's UID (Godot 4.4+)
Returns the unique ID Godot assigned to a file in your project. Only works on Godot 4.4 or newer, where resources have UIDs.
Try: “What is the UID of res://art/hero.png?”
Read ·
get_uidRefreshes UID references in a project
Re-saves resources in a project so their UID references are updated. Useful after upgrading a project to Godot 4.4 or newer.
Try: “Update the UIDs in my project after the 4.4 upgrade.”
Write ·
update_project_uids
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-only | No 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 keys | None. 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.
| Server | Official | Runs | Can change things | GitHub stars |
|---|---|---|---|---|
| godot-mcp (Coding-Solo)This page | Community | Local | Yes | 6.5K |
| godot-ai | Community | Local | Yes | 3.3K |
| Godot MCP Pro | Community | Local | Yes | 638 |
| godot-mcp fork (tugcantopaloglu) | Community | Local | Yes | 506 |
| Godot-MCP (ee0pdt) | Community | Local | Yes | 621 |
| GDAI MCP | Community | Local | Yes | 103 |
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
“This is the simplest to set up and the easiest to reason about, because it only touches what you ask it to run or write.”Mete YengilGitHub issueApr 2026
“I currently have this in my AGENTS.md: `Always use Godot MCP to run the game for functional verification after making edits.` And it usually works well.”AdamGerthelGitHub issueApr 2026
“this needs to be fixed because until it is, this is not a usable interface since it would see more errors by launching it in a command. (otherwise has been stable and i do think it is a good implementation)”twinlunarstarz-devGitHub issueSep 2026
“Doesn't seem like it :(”AdamGerthel
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.
SourceScaffold 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
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 19Hide
- Godot MCP README · github.com
- godot-mcp issue 119 · github.com
- Fix arbitrary script loading · github.com
- raw.githubusercontent.com · raw.githubusercontent.com
- Command Injection in godot-mcp via unsanitized projectPath · github.com
- godot-mcp issue 142 · github.com
- godot-mcp issue 118 · github.com
- godot-mcp issue 101 · github.com
- godot-mcp issue 37 · github.com
- godot-mcp issue 88 · github.com
- godot-mcp issue 111 · github.com
- godot-mcp issue 55 · github.com
- godot-mcp issue 44 · github.com
- Godot MCP Servers Compared · godotlearning.com
- godot-mcp issue 77 · github.com
- godot-mcp issue 106 · github.com
- godot-ai · github.com
- godot-mcp fork · github.com
- Godot MCP Pro · godot-mcp.abyo.net