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c#
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6 months ago
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2 months ago
Catalog Refreshed
Documentation & install
Readme and setup notes from the catalogue, plus a client-ready config you can copy for your MCP host.
You create and run a strongly typed MCP server for Godot 4 + C# to expose runtime data and actions to an AI assistant. It lets you query the scene tree, debug the signal system, and log events with efficient, structured communication. This enables rapid AI-assisted debugging, runtime inspection, and dynamic scene manipulation during development.
How to use
You connect an MCP client to the Godot MCP Server to inspect and modify your running game. Use the 48 MCP endpoints to read or set node properties, query the scene tree in full or simplified form, inspect signals and their connections, and manage logs. You can run C# code snippets, invoke methods on nodes, trigger signals, and observe real-time updates. Start by launching the MCP server, then use the client to navigate through actions like querying a node’s context, monitoring signal events, or exporting logs for analysis.
How to install
Prerequisites: you need the .NET SDK and a Godot project ready for integration. Ensure you have a compatible Godot 4.x setup with C# support.
dotnet build
# If you are enabling the client in your Godot project, ensure the plugin file is placed and AutoLoad is configured (see installation steps below)."},{
Available tools
get_scene_tree
Fetch the full scene tree with structure, properties, methods, and signals.
get_scene_tree_simple
Fetch a simplified scene tree that returns only structure and type to reduce response size.
get_node_info
Query detailed information about a specific node.
get_node_children
List immediate child nodes of a given node.
get_node_parent
Retrieve the parent node information.
find_nodes_by_type
Find nodes by their type.
find_nodes_by_name
Fuzzy search nodes by name.
find_nodes_by_group
Search nodes by group membership.
search_nodes
Composite search using name, type, and group.
get_node_ancestors
Trace multiple levels of parent nodes.
get_node_context
Get context around a node (parent, siblings, children).
get_node_subtree
Retrieve a node’s subtree.
node_exists
Check if a node exists.
get_scene_tree_stats
Obtain statistics about the scene tree.
get_node_signals
List all signals on a node.
get_signal_connections
Inspect how signals are connected.
connect_signal
Connect a signal to a method.
disconnect_signal
Disconnect a signal from a method.
emit_signal
Emit a signal to test connections.
start_signal_monitoring
Start real-time monitoring of signal events.
stop_signal_monitoring
Stop monitoring signal events.
get_signal_events
Retrieve signal event history.
clear_signal_events
Clear stored signal events.
get_logs
Fetch recent logs from the circular buffer.
get_logs_filtered
Filter logs by level, keywords, and time range.
get_log_stats
Compute statistics from logs.
export_logs
Export logs to a file.
clear_logs
Clear all logs.
add_custom_log
Append a custom log tag for easier filtering.
get_property
Read a node property value.
set_property
Write a value to a node property.
list_properties
List all properties of a node.
list_methods
List all methods available on a node.
call_method
Call a method on a node.
execute_csharp
Execute a snippet of C# code in runtime.
list_resources
List resources within a directory.
load_resource
Load a resource by path.
get_resource_info
Get detailed information about a resource.
get_global_variables
Retrieve global variables from the runtime.
create_node
Create a new node in the scene.
delete_node
Delete a node from the scene.
load_scene
Load a new scene.
get_performance_stats
Get runtime performance statistics.
take_screenshot
Capture a screenshot of the current view.
get_time
Get the current game time.