godot-mcp
MCP server for full Godot 4.x engine control: 157 tools for AI-driven game development (GDScript and C#/.NET). Tested with Godot 4.7.
Install / Use
claude mcp add tugcantopaloglu -- npx -y github:tugcantopaloglu/godot-mcpIf the server publishes to npm under a different name, use that package instead — check the repo README.
MCP Server
Model Context Protocol server
Quality Score
Category
AutomationSupported Platforms
Skill content
View source on GitHubGodot MCP - Full Control
A comprehensive Model Context Protocol (MCP) server that gives AI assistants full control over the Godot game engine. 157 tools spanning networking, 3D/2D rendering, UI controls, audio effects, animation trees, file I/O, runtime code execution, property inspection, scene manipulation, signal management, physics, project creation, and more.
Acknowledgments
This project is built upon and extends godot-mcp by Solomon Elias (Coding-Solo). The original project provided the foundational architecture including the TypeScript MCP server, headless GDScript operations system, and TCP-based runtime interaction server. Thank you for making this possible with your excellent open-source work!
What's New (Improvements Over Original)
The original godot-mcp provided 20 tools for basic project management and scene creation. This fork extends it to 157 tools with the following major additions:
New in 3.1
validate_scriptautoload resolution - Script validation now compiles the target through aSceneTreeat_initialize()(after project autoloads are registered) instead of--check-onlyat_init(). References to autoload singletons no longer produce falseIdentifier not founderrors, while real syntax/type errors are still caught. Verified building a full game whose scripts reference several autoloads.manage_input_mapevent merging - Adding a second key to an existing input action now merges it into that action'seventsarray (withphysical_keycodede-duplication) instead of writing a duplicateactionname=line, which previously leftproject.godotmalformed and silently dropped earlier bindings.
New in 3.0
- .NET / C# support - Scaffold C# projects and generate C# scripts (
create_projectwithdotnet: true,create_csharp_script); the.csprojSDK version is matched to your installed Godot. - GDScript diagnostics - Validate scripts for syntax and type errors without running the game (
validate_script, andvalidate_scriptsfor all git-changed or project-wide files). - Correctness and robustness fixes across the headless scene operations and the runtime interaction server (resource-typed properties now persist, reparenting works, runtime commands are correlated by request id, and the tools survive projects with warnings-as-errors). Requires Godot 4.4 or later; tested and working with the latest Godot 4.7.
Runtime Code Execution
game_eval- Execute arbitrary GDScript code in the running game with return values- Full
awaitsupport for async GDScript code - Works even when the game is paused (
PROCESS_MODE_ALWAYS)
Runtime Node Inspection & Manipulation
game_get_property/game_set_property- Read/write any property on any node by pathgame_call_method- Call any method on any node with argumentsgame_get_node_info- Full node introspection: properties, signals, methods, childrengame_instantiate_scene- Dynamically add scenes to the running gamegame_remove_node- Remove nodes at runtimegame_change_scene- Switch scenes at runtimegame_reparent_node- Move nodes between parents
Signal System
game_connect_signal- Wire up signal connections at runtimegame_disconnect_signal- Remove signal connectionsgame_emit_signal- Emit signals with arguments
Animation & Tweening
game_play_animation- Control AnimationPlayer (play, stop, pause, list)game_tween_property- Smooth property animation with configurable easing
Game Control & Debugging
game_pause- Pause/unpause the gamegame_performance- FPS, frame time, memory, object counts, draw callsgame_wait- Wait N frames (timing-sensitive operations)game_get_nodes_in_group- Query nodes by groupgame_find_nodes_by_class- Find all nodes of a specific class
Headless Scene Operations (No Running Game Needed)
read_scene- Parse any .tscn file and get full node tree with properties as JSONmodify_scene_node- Change node properties in scene filesremove_scene_node- Remove nodes from scene filesattach_script- Attach GDScript files to nodes in scenescreate_resource- Create .tres resource files (materials, themes, etc.)
Project Management
read_project_settings- Parse project.godot as structured JSONmodify_project_settings- Change project settings programmaticallylist_project_files- List and filter project files by extension
File I/O
read_file/write_file/delete_file- Full file system access within Godot projectscreate_directory- Create directory structures for scripts, scenes, assets
Error & Log Capture
game_get_errors- Get new push_error/push_warning messages since last callgame_get_logs- Get new print output from the running game since last call
Enhanced Input
game_key_hold/game_key_release- Hold keys down for movement testing (WASD etc.)game_scroll- Mouse scroll wheel eventsgame_mouse_drag- Drag between two points over multiple framesgame_gamepad- Gamepad button and axis input events
Project Creation & Configuration
create_project- Create a new Godot project from scratch (passdotnet: trueto scaffold a .NET/C# project)create_csharp_script- Create a C# script in a Godot .NET projectmanage_autoloads- Add, remove, or list autoloadsmanage_input_map- Add, remove, or list input actions and key bindingsmanage_export_presets- Create or modify export preset configuration
.NET / C# Support
create_projectwithdotnet: true- Scaffold a Godot .NET project (.csprojwithGodot.NET.Sdkmatched to your Godot version, plus the"C#"feature flag)create_csharp_script- Generate an idiomatic C# script (partial class, correct_Ready/_Processoverride signatures); the class name is kept in sync with the file name so Godot can attach itget_project_inforeports anisDotnetfield
GDScript Diagnostics
validate_script- Check a single GDScript file for syntax and type errors headlessly, returning{ valid, errors: [{ message, file, line }] }validate_scripts- Batch-validate all git-changed.gdfiles (or the whole project), so an agent can verify its edits before running the game
Camera, Physics & Audio
game_get_camera/game_set_camera- Query and control 2D/3D camerasgame_raycast- Cast physics rays (auto-detects 2D vs 3D)game_get_audio- Get audio bus layout and playing streamsgame_spawn_node- Create any node type at runtime with propertiesgame_set_shader_param- Set shader parameters on materialsgame_audio_play/game_audio_bus- Full audio playback and bus controlgame_navigate_path- Query navigation paths (2D/3D)game_tilemap- Get/set TileMapLayer cellsgame_add_collision- Add collision shapes to physics bodiesgame_environment- Configure post-processing (fog, glow, SSAO, tonemap, etc.)game_manage_group- Add/remove nodes from groupsgame_create_timer- Create timer nodes programmaticallygame_set_particles- Configure GPUParticles2D/3D properties and process materialsgame_create_animation- Create animations with value/method/bezier/audio tracks and keyframesexport_project- Trigger headless project export builds (CI/CD ready)game_serialize_state- Save/load entire node tree state as JSONgame_physics_body- Configure mass, velocity, damping, friction, bouncegame_create_joint- Create physics joints (pin, spring, hinge, cone, slider)game_bone_pose- Get/set skeleton bone poses for character animationgame_ui_theme- Apply color, constant, and font size theme overridesgame_viewport- Create/configure SubViewport nodesgame_debug_draw- Draw debug geometry (lines, spheres, boxes)
Networking
game_http_request- HTTP GET/POST/PUT/DELETE with headers and bodygame_websocket- WebSocket client connect/disconnect/send messagesgame_multiplayer- ENet multiplayer create server/client/disconnectgame_rpc- Call or configure RPC methods on nodes
System & Window Control
game_script- Attach, detach, or get source of node scripts at runtimegame_window- Get/set window size, fullscreen, title, positiongame_os_info- Get platform, locale, screen, adapter, memory infogame_time_scale- Get/set Engine.time_scale and timing infogame_process_mode- Set node process mode (pausable/always/disabled)game_world_settings- Get/set gravity, physics FPS, and world settings
Advanced Signals & Input
game_list_signals- List all signals on a node with connectionsgame_await_signal- Await a signal with timeout and return argsgame_touch- Simulate touch press/release/drag and gesturesgame_input_state- Query pressed keys, mouse position, connected padsgame_input_action- Manage runtime InputMap actions and strength
3D Rendering & Geometry
game_csg- Create/configure CSG nodes with boolean operationsgame_multimesh- Create/configure MultiMeshInstance3D for instancinggame_procedural_mesh- Generate meshes via ArrayMesh from vertex datagame_light_3d- Create/configure 3D lights (directional/omni/spot)game_mesh_instance- Create MeshInstance3D with primitive meshesgame_gridmap- GridMap set/get/clear cells and query used cellsgame_3d_effects- Create ReflectionProbe, Decal, or FogVolumegame_gi- Create/configure VoxelGI or LightmapGIgame_path_3d- Create Path3D/Curve3D and manage curve pointsgame_sky- Create/configure Sky with procedural/physical skygame_camera_attributes- Configure DOF, exposure, auto-exposure on cameragame_navigation_3d- Create/configure NavigationRegion3D and bakegame_physics_3d- Area3D queries and point/shape intersection tests
2D Systems
game_canvas- Create/configure CanvasLayer and CanvasModulategame_canvas_draw- 2D drawing: line/rect/circle/polygon/text/cleargame_light_2d- Create/configure 2D lights and light occludersgame_parallax- Create/configure ParallaxBackground and layersgame_shape_2d- Line2D/Polygon2D point manipulationgame_path_2d- Path2D/Curve2D management and AnimatedSprite2Dgame_physics_2d- Area2D queries and 2D point/shape intersections
Advanced Animation
game_animation_tree- AnimationTree state machine travel and paramsgame_animation_control- AnimationPlayer seek/queue/speed/info controlgame_skeleton_ik- SkeletonIK3D start/stop/set target position
Advanced Audio
game_audio_effect- Add/remove/configure audio bus effectsgame_audio_bus_layout- Create/remove/reorder audio buses and routing- **`game_audio_spatia
Truncated for display — read the full file on GitHub.
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