Opens the Godot editor for a specific project
Executes Godot projects in debug mode
Retrieves console output and error messages from running Godot projects
Stops a running Godot project
Retrieves the installed Godot version
Finds Godot projects in a specified directory
Gets detailed information about project structure
Creates new scenes with specified root node types
Adds nodes to existing scenes with customizable properties
Loads sprites and textures into Sprite2D nodes
Exports 3D scenes as MeshLibrary resources for GridMap
Saves scenes with options for creating variants
Gets UID for specific files (for Godot 4.4+)
Updates UID references by resaving resources (for Godot 4.4+)
Godot MCP provides a seamless interface between AI assistants and the Godot game engine. It enables launching the editor, running projects, capturing debug output, and controlling project execution through a standardized protocol. This direct feedback loop helps AI assistants understand what works in real Godot projects, leading to better code generation and debugging assistance.
Godot MCP creates a bridge between AI assistants and the Godot game engine, allowing for direct interaction with Godot projects. This enables AI assistants to provide more accurate and contextual help when working with Godot game development.
Before installing Godot MCP, ensure you have:
First, clone the repository and build the MCP server:
git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run build
Add the following to your Cline MCP settings file (typically located at ~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json
):
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp/build/index.js"],
"env": {
"DEBUG": "true" // Optional: Enable detailed logging
},
"disabled": false,
"autoApprove": [
"launch_editor",
"run_project",
"get_debug_output",
"stop_project",
"get_godot_version",
"list_projects",
"get_project_info",
"create_scene",
"add_node",
"load_sprite",
"export_mesh_library",
"save_scene",
"get_uid",
"update_project_uids"
]
}
}
}
godot
(or any name you prefer)command
node /absolute/path/to/godot-mcp/build/index.js
Once configured, your AI assistant can interact with Godot through various commands. Here are some examples of what you can do:
If you encounter issues: