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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

$git clone https://github.com/tugcantopaloglu/godot-mcp

Install command taken from the project's README or registry entry. Always review code before running it.

Godot 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_script autoload resolution - Script validation now compiles the target through a SceneTree at _initialize() (after project autoloads are registered) instead of --check-only at _init(). References to autoload singletons no longer produce false Identifier not found errors, while real syntax/type errors are still caught. Verified building a full game whose scripts reference several autoloads.
  • manage_input_map event merging - Adding a second key to an existing input action now merges it into that action's events array (with physical_keycode de-duplication) instead of writing a duplicate actionname= line, which previously left project.godot malformed and silently dropped earlier bindings.

New in 3.0

  • .NET / C# support - Scaffold C# projects and generate C# scripts (create_project with dotnet: true, create_csharp_script); the .csproj SDK version is matched to your installed Godot.
  • GDScript diagnostics - Validate scripts for syntax and type errors without running the game (validate_script, and validate_scripts for 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 await support 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 path
  • game_call_method - Call any method on any node with arguments
  • game_get_node_info - Full node introspection: properties, signals, methods, children
  • game_instantiate_scene - Dynamically add scenes to the running game
  • game_remove_node - Remove nodes at runtime
  • game_change_scene - Switch scenes at runtime
  • game_reparent_node - Move nodes between parents

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