Godot MCP
An MCP server for the Godot engine: launch the editor, run projects and edit scenes from an agent
Medium risk
We rate an entry medium when the tool runs code, makes network calls or reads project files. Check what exactly it does before installing.
Why this level
- Launches the Godot editor and project executables on the user's machine
Install
In your terminal, with SkillFoxx CLI
npx skillfoxx add mcp/godot-mcpDetects the agents on your machine, checks the risk and pins the version.
Other ways to install
Run in a terminal
claude mcp add --transport stdio godot -- npx @coding-solo/godot-mcpOr add to the file .mcp.json, in the project
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the mcpServers key.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
The button opens the agent and offers to add the server. If nothing happens, copy the config below.
Add to the file ~/.cursor/mcp.json, for all projects
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the mcpServers key. For a single project, put the same block into .cursor/mcp.json.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
The button opens the agent and offers to add the server. If nothing happens, copy the config below.
Run in a terminal
code --add-mcp '{"name":"godot","type":"stdio","command":"npx","args":["@coding-solo/godot-mcp"]}'Or add to the file .vscode/mcp.json, in the project
{
"servers": {
"godot": {
"type": "stdio",
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the servers key.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
Run in a terminal
codex mcp add godot -- npx @coding-solo/godot-mcpOr add to the file ~/.codex/config.toml, for all projects
[mcp_servers.godot]
command = "npx"
args = ["@coding-solo/godot-mcp"]If the file already exists, append the block to the end.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
Run in a terminal
gemini mcp add -s user godot npx @coding-solo/godot-mcpOr add to the file ~/.gemini/settings.json, for all projects
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the mcpServers key.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
Add to the file ~/.config/devin/mcp_config.json, for all projects
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the mcpServers key. Legacy Cascade keeps the MCP config in ~/.codeium/windsurf/mcp_config.json.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
Formerly Windsurf.
Add to the file cline_mcp_settings.json, for all projects
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the mcpServers key. Open the settings file in Cline: MCP Servers tab, Configure MCP Servers.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
Add to the file .roo/mcp.json, in the project
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the mcpServers key.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
A fork of Roo Code, same .roo folders.
Add to the file opencode.json, in the project
{
"mcp": {
"godot": {
"type": "local",
"command": [
"npx",
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the mcp key.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
Add to the file ~/.config/zed/settings.json, for all projects
{
"context_servers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the context_servers key.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
Add to the file .codeassistant/mcp.json, in the project
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}If the file already exists, add the server inside the mcpServers key.
Keys and settings
DEBUGoptional
Replace the values in angle brackets with your own. Keys never go into install links and are not stored by us.
Install the server with claude mcp add godot -- npx @coding-solo/godot-mcp. Add environment variables with -e when needed, for example GODOT_PATH for a non-standard engine location.
Other ways from the author
claude mcp add godot -- npx @coding-solo/godot-mcpRestart Claude Code after installing.
This is third-party code. Review the repository files before installing.
What it does
The server gives an agent direct access to the Godot engine through command-line processes. It can open the editor for a specific project, run it in debug mode, and pull console output and error messages back into the conversation. Separate commands create scenes with a chosen root node, add child nodes with properties, load sprites and textures, and export 3D scenes as a MeshLibrary for GridMap. It also lists projects in a folder, inspects project structure, reports the installed Godot version, and manages resource UIDs on Godot 4.4 and newer.
Who it is for. For Godot game developers who want an agent to run the project and read its debug output directly.
Good fit when
- You want the agent to run the project itself and parse console errors
- You want to assemble a scene or add nodes without manual clicking in the editor
- You need the project structure and scene list for the agent's next steps
Not a fit when
- Godot itself is not installed on the machine
- You need multiplayer network debugging or profiling that the server does not cover
Example request
Run my Godot project in debug mode and show me what the console printsLimitations
Requires a locally installed Godot and Node.js 18 or newer. The server launches real editor and project processes on the user's machine, so the agent needs filesystem access to the project.
How to disable. Run claude mcp remove godot or remove the godot entry from your client's MCP configuration.
MCP
- Transport
- stdio
- Authentication
- not required
| Environment variables | |
|---|---|
| GODOT_PATH | Path to the Godot executable when it is not on the system PATH |
| DEBUG | Enables verbose debug output from the server itself |
Security check
- Launches the Godot editor and project executables on the user's machine
README in short
The README lists the server's toolset: launching the editor and project, capturing debug output, controlling execution, reporting the Godot version, finding projects in a directory, analyzing project structure, and scene work including node creation, sprite loading, and MeshLibrary export. Claude Code needs one claude mcp add command, and other clients get a JSON config with GODOT_PATH and DEBUG environment variables. MIT licensed.
FAQ
Do I need to install Godot separately?
Yes, the server drives an already installed engine through the command line and does not bundle the engine itself.
Does it only work with Claude Code?
No, it is a standard stdio MCP server; the README includes a ready configuration for Cline and any other MCP-compatible client.
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