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Godot MCP Unified Server
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6 months ago
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3 months ago
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Documentation & install
Readme and setup notes from the catalogue, plus a client-ready config you can copy for your MCP host.
Installation
Add the following to your MCP client configuration file.
Configuration
View docs{
"mcpServers": {
"pierrealexandreguillemin-a11y-godot-mcp-unified": {
"command": "node",
"args": [
"C:\\Dev\\godot-mcp-unified\\build\\index.js"
],
"env": {
"GODOT_PATH": "C:\\Dev\\Godot_v4.5.1-stable_win64.exe\\Godot_v4.5.1-stable_win64_console.exe"
}
}
}
}You can control Godot 4.5.1 project work in natural language using a single MCP server that bridges your editor, Claude or VS Code, and Ollama models. This setup lets you create, modify, and inspect Godot content right from text prompts, then run, debug, and export your project with guided, conversational commands.
How to use
You communicate with the MCP server through your MCP client (Claude Desktop or VS Code integration). Start by ensuring the server is running locally, then issue natural language prompts to perform tasks such as creating scenes, scripts, or animations. The server exposes a large set of tools that map directly to Godot operations, so you can say things like: “Create a Player scene with a CharacterBody2D root,” “Add a Sprite2D called Sprite to Player,” or “Configure a walking animation with four frames.” Use iterative prompts to refine changes, then save your scene or project when you’re satisfied.
How to install
Prerequisites you need to install and run the MCP server locally:
Install Node.js to run the MCP server.
Install Python tooling via uv for environment management if required by your setup.
Additional setup and usage notes
Install the server locally and build the project dependencies before first run.
The server is started by running npm install, then npm run build from the project root. After building, you run the server through the configured stdio entry that executes the Node script built at build/index.js.
Available tools
launch_editor
Open the Godot editor from the MCP client.
run_project
Launch the current Godot project.
stop_project
Terminate the running Godot project.
get_debug_output
Retrieve real-time debug output from the running project.
list_projects
List all Godot projects in a given directory.
get_project_info
Fetch metadata about a specific Godot project.
get_godot_version
Query the installed Godot version.
get_project_settings
Read the project settings.
set_project_setting
Modify a project setting.
get_input_map
Read the input action mappings.
add_input_action
Add a new input action to the project.
validate_project
Validate the project structure for correctness.
create_scene
Create a new Godot scene.
add_node
Add a node to a scene.
edit_node
Edit a node's properties.
remove_node
Remove a node from the scene.
rename_node
Rename a node.
move_node
Move a node to a new parent in the scene tree.
duplicate_node
Duplicate a node within the scene.
load_sprite
Load a texture as a Sprite.
save_scene
Save the current scene to disk.
get_scene_tree
Retrieve the full scene tree structure.
list_scripts
List all GDScript files in the project.
read_script
Read the contents of a GDScript file.
write_script
Create or modify a GDScript file.
attach_script
Attach a GDScript to a node.
detach_script
Detach a GDScript from a node.
get_script_errors
Show compilation or syntax errors for scripts.
create_animation_player
Create an AnimationPlayer in a scene.
add_animation
Add a new animation to an AnimationPlayer.
add_animation_track
Add a track to an animation.
set_keyframe
Set a keyframe with a specified transition.
create_collision_shape
Create a CollisionShape for 2D/3D.
setup_rigidbody
Configure a RigidBody with mass and gravity.
configure_physics_layers
Define and manage physics layers.
create_tileset
Create a TileSet with a given tile size.
create_tilemap_layer
Create a TileMap layer in a scene.
set_tile
Place a tile in a TileMap.
paint_tiles
Paint tiles in batch on a TileMap.
create_audio_bus
Create and configure an audio bus.
setup_audio_player
Configure an AudioStreamPlayer.
add_audio_effect
Add effects like reverb, delay, or EQ.
create_shader
Create a new shader file.
create_shader_material
Create a ShaderMaterial for a material.
create_navigation_region
Create a navigation region for pathfinding.
bake_navigation_mesh
Bake a navigation mesh for AI.
create_gpu_particles
Create GPU-based particles.
create_particle_material
Create a particle material.
create_ui_container
Create a UI container like VBox, HBox, or Grid.
create_control
Create a UI control such as Button or Label.
create_light
Create a 2D/3D light.
setup_environment
Configure environment effects like fog or glow.
list_assets
List assets in the project.
import_asset
Import an asset into the project.
reimport_assets
Force re-import of assets.
export_project
Export the project as a playable package.
export_pack
Export a PCK file for distribution.
list_export_presets
List available export presets.
batch_operations
Execute multiple MCP tools in sequence.
start_debug_stream
Start the WebSocket debug stream.
stop_debug_stream
Stop the WebSocket debug stream.
get_debug_stream_status
Check the status of the debug stream.
get_uid
Get the UID of a file in Godot 4.4+ projects.
update_project_uids
Update UID references across the project.
export_mesh_library
Export meshes as a MeshLibrary for GridMap.