Godot MCP Unified Server

Provides natural-language control over Godot 4.5.1 workflows via MCP with 76 tools for scripts, scenes, physics, UI, and more.
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6 months ago

First Indexed

3 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.

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.

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