Reverse engineer anything with agents, from app behavior down to native binaries.
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-mcpInstall command taken from the project's README or registry entry. Always review code before running it.
README excerpt
Read full README on GitHub →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_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
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