Godot MCP Full Control

An MCP server with 157 tools for Godot 4: the agent edits scenes and projects, runs the game, changes live nodes and writes GDScript and .NET scripts

  • 506 ★ on the repository
  • Last commit
  • MIT
MCP server

Broad access

Why this level

  • Tools read, write and delete project files, and game_eval runs arbitrary GDScript with the privileges of the Godot process
  • The game_http_request and game_websocket tools send network requests from the running game
  • Until GODOT_MCP_ALLOWED_DIRS is set, any project root on the machine is allowed
All reasons and checks

tugcantopaloglu/godot-mcp

Install

Manual install

git clone https://github.com/tugcantopaloglu/godot-mcp.git && cd godot-mcp && npm install && npm run build

A build from source; Node.js 18 or later is required.

Access and checks

How we review

Broad accessThe tool can change data, run commands or handle secrets.

  • Tools read, write and delete project files, and game_eval runs arbitrary GDScript with the privileges of the Godot process
  • The game_http_request and game_websocket tools send network requests from the running game
  • Until GODOT_MCP_ALLOWED_DIRS is set, any project root on the machine is allowed

This is third-party code. Review the repository files before installing.

What it does

The server hands an agent nearly everything a developer does in Godot by hand. Some tools work without a running game: they read and edit .tscn scene files, attach scripts to nodes, create .tres resources and change project.godot settings, autoloads, the input map and export presets. A new project can be created from scratch, including a .NET and C# one, and scripts are checked for syntax and type errors without launching the game. The second group, tools with the game_ prefix, drives a running game through a TCP server on 127.0.0.1:9090. The agent executes GDScript code and gets the return value, reads and writes node properties, calls methods, adds and removes nodes, switches scenes, sends keyboard, mouse and gamepad input and queries FPS, memory and draw call counts. Further groups cover physics, cameras, audio, animation, particles, navigation, networking and UI. This extends Coding-Solo's godot-mcp, which had 20 tools. The author raised the count to 157, added path protection, paged log reading and support for Godot 4.7.

Who it is for. For game developers on Godot 4.4 and later who want Claude Code, Cursor or Cline to edit scenes, configure the project and test the running game.

Good fit when

  • You want to assemble a scene and attach scripts to nodes without opening the editor: the server edits .tscn files directly
  • An agent wrote a GDScript file and you need to check syntax and types, with project autoloads taken into account, before running the game
  • The game needs testing in motion: hold movement keys, read node properties, the log and errors, then fix the code
  • The project is moving to C#: the server creates a .NET project and generates scripts with a partial class
  • Builds are exported from CI: the export_project tool starts an export with no editor

Not a fit when

  • Your project runs on Godot below 4.4: the headless operations script and UID features need 4.4 or later
  • You want the smallest possible tool set: 157 definitions load an agent's context, and Coding-Solo's more compact Godot MCP is in the catalog
  • You need a live link to an open editor: this server edits files and talks to a running game, not to the editor window
  • The machine holds foreign or unchecked projects: agent code runs with the privileges of the Godot process
  • The agent runs without Node.js 18 or newer: the server builds from source with npm install and npm run build

Example request

Open the project in /games/platformer, run the game, hold the D key for two seconds, read the Player node position and the errors from the log, then fix the movement script

MCP

Transport
stdio
Authentication
not required

Environment variables

GODOT_PATH
Path to the Godot executable; overrides auto-detection
DEBUG
The value true turns on detailed server logging
GODOT_MCP_ALLOWED_DIRS
A list of root directories that limit project tools and export

Limitations

You build the server yourself: clone the repository, run npm install and npm run build, then point the MCP settings at build/index.js. Godot 4.4 or later and Node.js 18 or later are required. C# also needs the .NET SDK 8.0 and the Godot .NET build.

The game_* tools work only after you prepare the project by hand: copy build/scripts/mcp_interaction_server.gd into the project and register it as the McpInteractionServer autoload. Path checks apply to tool arguments, but code an agent runs inside the game uses the privileges of the Godot process. For untrusted code the author advises a separate account or a container.

The log keeps the newest 2000 lines per stream, at most 4096 characters per line. This is a third-party, unofficial project. The author does not say whether it works from Russia.

How to disable. Delete the godot entry from your agent's MCP settings. In your game, remove the McpInteractionServer autoload under Project Settings and delete the copied mcp_interaction_server.gd file. You can erase the directory with the built server.

FAQ

How does Godot MCP Full Control differ from Coding-Solo's Godot MCP?

It is an extended version of that project. The original has 20 tools for project and scene management, this one has 157: code execution in a running game, mouse and gamepad input, physics, audio, animation, networking, C#, script validation and paged logs. The original is simpler and lighter on an agent's context.

How do I connect Godot MCP to Claude Code?

Build the server with npm install and npm run build, then add a godot entry to the MCP settings with the command node and the path to build/index.js. Set GODOT_PATH if needed and DEBUG=true for detailed logs. For Cursor the entry goes into the project's .cursor/mcp.json, for Cline into cline_mcp_settings.json.

Which Godot version is required?

Godot 4.4 or later: the headless operations script and UID features depend on 4.4. The author tested it on Godot 4.7. C# projects also need the .NET SDK 8.0 and the Godot .NET build.

How do I restrict file access?

Set GODOT_MCP_ALLOWED_DIRS to a list of root directories, separated by a colon or comma, or a semicolon on Windows. Project tools, project discovery and export then work only inside those directories, and symbolic links are resolved before the check. While the variable is unset, any project root is allowed.

Can the server check GDScript without running the game?

Yes, validate_script checks one file for syntax and type errors, and validate_scripts covers all files changed in git or the whole project. Since version 3.1 the check accounts for autoloads, so references to singletons raise no false errors.

Discussion

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Comparison with similar tools

Entries that share the main search query, and how they differ.

EntryOfficialAuthenticationRepository starsMain difference
Godot MCP Full Control (this entry)nonot required506
Godot MCPnonot required6,420the original 20-tool project this version is built on
Godot AIyesAPI key3,271connects an agent to a running Godot editor instead of editing files and the game directly
Godot MCP Nativenonot required863an MCP server for Godot 4 that runs inside the editor

README in short

The document opens by thanking the author of the original godot-mcp and listing what versions 3.0 and 3.1 added: .NET support, GDScript diagnostics, fixes to headless operations and input map event merging. It continues with tool groups and descriptions, a full table of 157 entries, requirements, setup examples for Claude Code, Cline and Cursor and the project preparation for runtime tools. It closes with environment variables, rules for paged log reading, contributor checks and an architecture of two channels: running Godot headless and a TCP server inside the game.

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