About godot-mcp
godot-mcp is an MCP server for AI-driven control of the Godot 4 engine, aimed at game developers and agents building or testing games. It combines deterministic frame-by-frame playtesting and structured state reads with scene editing and asset import tools.
Key features
- 01Control scenes and engine functions
- 02Import 3D models and edit animations
- 03Run deterministic tests with injected input
- 04Read live game state as JSON
- 05Generate procedural textures
- 06Validate and repair GDScript
Use cases
- 01Build a playable game from a natural-language description
- 02Reproduce and inspect a specific game state
- 03Edit TileMap or GridMap cells
- 04Review performance metrics and mesh issues
MCP support
The server exposes more than 95 Godot tools through MCP and controls the Godot 4 engine through a TCP bridge. MCP clients can use it for scene operations, imports, testing, profiling, and game building.
Configuration
Local server config is the same for every client. Copy it into your client’s MCP config file.
We haven’t collected a package or remote endpoint for this server. Follow the instructions in the project README.
Tools
Local servers expose tools only once running on your machine, and the maintainer has not provided a tool list.
Details
From the project READMEGodot MCP
AI-driven Godot 4 control via MCP — scene manipulation, 3D import, GPU particles, procedural textures, HTML5 export. Deterministic playtesting: freeze the game clock, inject analog/joypad/mouse input, step frame-by-step until a condition is met, read live game state as structured JSON. Game Builder: describe a game in natural language and get playable GDScript + export. Publish to itch.io and Steam. 95+ tools, 77 tests, NSIS desktop installer.
Quick Install
git clone https://github.com/sandraschi/godot-mcp
cd godot-mcp
just bootstrap # install deps
just serve # start server (10993)
just web # open dashboard (10992)
See INSTALL.md for all options (MCPB, dev setup, naked PC).
Features
- Game Builder —
design_game->generate_game_logic->generate_game_tests->generate_dialogue-> export. Validated with gdlint + godot --check-only, auto-repaired by LLM. Tutorial - Procedural textures —
godot_generate_procedural_texture: gradient, noise, checker, solid. No external assets needed. - Deterministic playtesting — freeze game clock, step frame-by-step, step-until GDScript condition, analog/joypad/mouse/text input injection. Three-phase implementation inspired by satelliteoflove/godot-mcp.
- Structured game state —
godot_state_digestreads live node state as JSON via_mcp_state()convention or auto-collected properties. Cheaper than full scene tree dump. - Engine control — 30 bridge tools: import STL/GLB/OBJ, particles, cameras, lighting, animation, viewport capture, input simulation, scene node management.
- Animation keyframe editor — query tracks down to individual keyframes, insert/remove keys, set interpolation.
- TileMap/GridMap editing — read and write cell data directly (bypasses base64
.tscnserialization). - Performance profiler — 14 engine metrics with auto-sampling and spike detection (>2 stddev).
- Mesh validation — scan for NaN vertices, degenerate triangles, zero normals.
- 3D Gaussian Splat import — import
.plyand.spzfiles with a custom billboarded Gaussian shader (per-splat scale, SH DC color). - Publishing —
itch_opsandsteam_opsportmanteaus for itch.io Butler and SteamPipe. Cross-repo fleet pipeline. - GDScript validation — two-pass (gdlint style + godot compile) with LLM repair.
- Plugin ecosystem — 7 community plugins installable from the
/pluginspage. - LLM detection — auto GPU probe, model recommendation by VRAM tier. Default
gemma4:12b. - Sample game — Vibecoder Runner with 10 AI-themed enemy types.
What You Can Do
just gb-demo "A 2D runner where you collect stars and avoid spikes"
just bridge-test # check engine connection
just demo-run vibecode # play sample game
just gb-preview # preview latest HTML5 export
Documentation
| Doc | Contents |
|---|---|
| Installation | All install methods |
| Configuration | Env vars, settings |
| Tool Reference | All 90+ MCP tools |
| Playtesting Spec | Deterministic playtesting architecture |
| Demo Scripts | Playtesting, profiling, scene inspection, splat import demos |
| Game Builder Tutorial | Prompt-to-game walkthrough |
| Godot Ecosystem | Plugins, gdtoolkit, fleet pipeline |
| Troubleshooting | Common issues |
| API Reference | REST endpoints |
| Development | Contributing, local setup |
Requirements
- Godot 4.4+ (for engine bridge tools) —
just install-godotor godotengine.org - Python 3.13+ + uv —
winget install astral-sh.uv - Bun —
winget install oven-sh.bun - Ollama (optional, for game builder) —
winget install Ollama.Ollamathenollama pull gemma4:12b - Rust (optional, for NSIS build) —
rustup.rs
License
MIT — see LICENSE.
Comments
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From what the protocol is to installing your first server, these answers cover most first questions.
An open protocol that defines how AI applications connect to external tools and data in a uniform way. Clients talk to the model; MCP servers provide tools, resources and prompt templates. They exchange standard messages, so one server can be reused by many clients.