Is Godot MCP Server official?
No. It is a community project by Coding-Solo, released under the MIT license. It is not maintained by the Godot Engine team.
@Coding-Solo
Basic information
MCP server for interfacing with Godot game engine. Provides tools for launching the editor, running projects, and capturing debug output.
Add this server to your MCP-compatible client using the configuration below.
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
]
}
}
}Launch Godot editor for a specific project
Run the Godot project and capture output
Get the current debug output and errors
Stop the currently running Godot project
Get the installed Godot version
List Godot projects in a directory
Retrieve metadata about a Godot project
Create a new Godot scene file
Add a node to an existing scene
Load a sprite into a Sprite2D node
Export a scene as a MeshLibrary resource
Save changes to a scene file
Get the UID for a specific file in a Godot project (for Godot 4.4+)
Update UID references in a Godot project by resaving resources (for Godot 4.4+)
Godot MCP Server is a community-built godot mcp integration that lets AI assistants launch the Godot editor, run your project, read its debug output and edit scenes through the Model Context Protocol. It gives agents a direct feedback loop with a real Godot project.
The project is developed by Coding-Solo on GitHub under the MIT license and is published on npm as @coding-solo/godot-mcp. It is not an official Godot Engine product. It runs locally over stdio and talks to your installed Godot executable, so nothing leaves your machine except what your AI client sends to its model.
Requirements from the README:
No API key is needed. Two optional environment variables are supported:
| Variable | Purpose |
|---|---|
GODOT_PATH | Path to the Godot executable (overrides automatic detection) |
DEBUG | Set to "true" for detailed server-side debug logging |
claude mcp add godot -- npx @coding-solo/godot-mcp
With environment variables:
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @coding-solo/godot-mcp
Restart Claude Code and the Godot tools become available.
In the UI, open Cursor Settings > Features > MCP, click + Add New MCP Server, and enter name godot, type command, command npx @coding-solo/godot-mcp. You may need to press refresh on the server card to load the tool list. For a per-project setup, create .cursor/mcp.json:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": {
"DEBUG": "true"
}
}
}
}
Any MCP-compatible client, such as Claude Desktop or Cline, can use the generic configuration from the README:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": {
"GODOT_PATH": "/path/to/godot",
"DEBUG": "true"
}
}
}
}
For Cline, the README places this in cline_mcp_settings.json and shows an autoApprove list of tool names if you want to skip confirmation prompts.
git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run build
Then point your MCP client at build/index.js instead of using npx.
Sprite2D nodes and saves scenes, including variantsUnder the hood, simple operations use Godot's built-in command-line interface, while complex ones such as creating scenes or adding nodes go through a single bundled GDScript file, godot_operations.gd, which receives the operation and parameters as JSON.
The server exposes 14 tools in four groups:
launch_editor opens the editor for a project, run_project runs it and captures output, get_debug_output returns the current log and errors, and stop_project ends the run. Together these let an agent change code, run the game and read what went wrong.get_godot_version, list_projects and get_project_info tell the agent which engine version is installed and what a project contains.create_scene, add_node, load_sprite, save_scene and export_mesh_library build and modify .tscn scenes without opening the editor by hand.get_uid returns the UID of a file and update_project_uids resaves resources to refresh UID references.Godot MCP Server is one of several community MCP servers for game engines. If you work in other engines, Unity MCP connects AI assistants to the Unity editor and Blender MCP does the same for Blender 3D scenes. Other independent Godot MCP projects also exist on GitHub with different tool sets, so compare their READMEs before choosing. The Coding-Solo server stands out for its simple npx install and its focus on running projects and capturing debug output.
GODOT_PATH to the full path of your Godot executable.project.godot file.npm install so all dependencies are present.No. It is a community project by Coding-Solo, released under the MIT license. It is not maintained by the Godot Engine team.
Yes. The server is open source and free to use, and it needs no API key. You only need your own AI client and model access.
Godot Engine, Node.js 18 or newer with npm, and an MCP-compatible AI client. The server itself runs through `npx @coding-solo/godot-mcp`.
Yes. Run `claude mcp add godot -- npx @coding-solo/godot-mcp` and restart Claude Code.
Yes. The README documents Cursor and Cline, and gives a generic `mcpServers` configuration for any other MCP-compatible client, including Claude Desktop.
The README does not set a minimum version for the core tools. The UID tools, `get_uid` and `update_project_uids`, are for Godot 4.4 and later.
It is local. It runs on your machine over stdio and calls your installed Godot executable.
The server can run projects and write scene files in the paths you give it. Keep your project in version control and review changes; clients such as Cline let you choose which tools to auto-approve.

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