Godot MCP (satelliteoflove)
MCP for the Godot editor: an agent edits scenes, runs the game, freezes time and verifies its own work by playtest
- 184 ★ on the repository
- Last commit
- MIT
Extended access
Why this level
- The agent edits project scenes and resources in the open editor, so version control is a must
- The `godot_exec` tool runs GDScript inside the running game
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add mcp/godot-mcp-satelliteofloveDetects the agents on your machine, shows the access level and pins the version.
Other ways to install
Access and checks
How we reviewExtended accessThe tool runs code or makes network calls and only reads external data.
- The agent edits project scenes and resources in the open editor, so version control is a must
- The `godot_exec` tool runs GDScript inside the running game
This is third-party code. Review the repository files before installing.
What it does
The server gives an agent eyes and hands in the Godot editor and a running game. It is built around the idea that the agent should verify its own work: it runs the game, plays like a human and observes what happened. For this it has deterministic playtesting (the game clock freezes, time advances in set slices or until a condition holds and input rides inside the window), cheap observation of entity state as JSON without screenshots, real input (actions, joypad, keys, mouse, text) and scenario setup with GDScript inside the running game. In total there are 21 tools and 86 actions. They read and edit scenes and nodes, animations, tiles and GridMap, resources, project settings, the profiler and version-matched Godot docs. Tools are split along the read and write boundary so reads can be auto-allowed in the client while writes stay under confirmation. The addon is installed with `npx @satelliteoflove/godot-mcp --install-addon /path/to/project` and enabled in project settings.
Who it is for. Godot game developers who give an agent edits and want it to verify the result by running the game and not by words.
Good fit when
- A boss fight needs a check: the agent freezes time, spawns the boss and steps by frames until a condition holds
- The player cannot jump onto a platform and the agent injects key presses and reads position and velocity
- The title screen layout is checked at 1280 by 720 from a game screenshot
- An animation is edited by keyframes and the editor shows the result at once
- Performance spikes are found from profiler metrics with spike detection
Not a fit when
- The project is not on Godot: the server is tied to the editor addon
- You need a full ready game scaffold: the server edits and tests and you design the project
- The editor is closed: without a running Godot with the addon the tools do nothing
Example request
Run the game with time frozen, set the wave counter to three, wait for the boss to appear and show entity positions and stateMCP
- Transport
- stdio
- Authentication
- not required
Limitations
It works only together with an open Godot editor that has the addon installed and enabled. Node.js is required and the server runs through `npx -y @satelliteoflove/godot-mcp`. The `godot_exec` tool runs GDScript inside the running game, so it should not be allowed without confirmation. New scenes are created by writing the `.tscn` file directly and then opening it. Detailed client configurations are in `INSTALL.md` and connection problems are covered in `docs/troubleshooting.md`. The feature list and its limits are in `docs/tools/README.md`.
How to disable. Remove the server in the client and disable the addon in Project Settings under Plugins; the addon folder can be deleted from the project.
FAQ
How do I connect Godot MCP?
Add the `npx -y @satelliteoflove/godot-mcp` server to the client config, install the addon with `npx @satelliteoflove/godot-mcp --install-addon /path/to/project` and enable it in Project Settings under Plugins.
What is deterministic playtesting?
The game clock is frozen and time advances in exact slices or until a condition holds, with input riding inside that window. Observation never races the game.
Do I need screenshots to see the game?
Often not: entity state, positions and velocities come as structured JSON from the `godot_runtime_state` tool. A screenshot remains for when it is really worth it.
How many tools does the server have?
21 tools and 86 actions. Related operations live inside one tool so the agent context does not bloat.
How do I allow reads without prompts?
The `godot_*_read` tools and other read-only ones can be auto-allowed in the client while writing tools stay under confirmation.
Discussion
No questions or reviews yet.
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Comparison with similar tools
Cards that share the main search query, and how they differ.
| Tool | Official | Authentication | Repository stars | Main difference |
|---|---|---|---|---|
| Godot MCP (satelliteoflove) (this card) | no | not required | 184 | |
| Godot MCP | no | not required | 6,620 | another Godot server; this one focuses on self-verification: time freezing, input and entity state |
| Godot MCP Native | no | not required | 874 | a native Godot server; this one has an editor addon and 21 tools split by read and write |
README in short
The README explains why this server exists: verification of the agent work through the game. Then come a three step quick start, a tool table, example prompts and links to installation, docs and troubleshooting.