MCP server that connects AI coding assistants to the Godot 4.2+ editor (scenes, nodes, scripts, ClassDB, playtests) via the companion
MCP server that connects AI coding assistants to the Godot 4.2+ editor (scenes, nodes, scripts, ClassDB, playtests) via the companion godot-mcp-toolkit plugin. That is what the godot mcp server brings to an AI assistant: the same capability, reachable through the Model Context Protocol rather than a separate app or dashboard.
The number that says the most is 150+ operations. That is the real work on offer: create a node, paint a tilemap cell, key an animation track, read a live node mid-playtest, and roughly a hundred and fifty more. Those operations are packaged into up to 112 tools (an always-on core plus 28 on-demand groups), because a tool is a slot in your client's tool budget and an operation is a thing you can actually do. Related actions sit behind one tool, which keeps the list short while the operation count tells the honest story of breadth. Some operations are version-gated, so older Godot versions (down to
The server publishes 14 tools. What each one is for:
Group — What it unlocksanimation_authoring — Keyframes, tracks, and AnimationTree state machinesasset_ops — Asset listing, dependency queries, binary importsaudio — Audio buses, effects, and volume settingsclassdb — Godot class hierarchy: properties, methods, signals, inheritancecleanup — Deleting files, scripts, scenes, resources, folders; closing scenesdebugger — Debugger state, breakpoints, execution floweditor_advanced — Editor screenshots, filesystem refresh, wait-for-idleinput_map — Input actions and their key/controller bindingslayer_naming — Physics, render, and navigation layer nameslsp_code_analysis — GDScript diagnostics, symbols, hover, project-wide compile checklsp_code_navigation — Completion, go-to-definition, find referencesConfiguration is passed through the environment: GODOT_MCP_LSP_HOST, GODOT_MCP_PROJECT_PATH, GODOT_MCP_TOKEN_PATH. Treat anything key-shaped as a real credential — scope it to the minimum the server needs, and rotate it if it ever lands in a shared config.
@npgamedev/godot-mcp-server on npm is all you need. Most clients run it directly, so configuration is a few lines and a restart.
This sits in the file and storage access group, where several servers overlap in what they claim to do but differ sharply once you actually set them up. Godot's toolset — Group, animation_authoring, asset_ops and 11 more — is a fair guide to whether it matches your workflow. It is maintained by npgamedev; worth a glance at recent repository activity before you build anything load-bearing on it.
We check each listing at SyncDev against the project's documentation before it goes live — if something here drifts out of date, it is a bug worth reporting.
| Tool | What it does |
|---|---|
| Group | What it unlocks |
| animation_authoring | Keyframes, tracks, and AnimationTree state machines |
| asset_ops | Asset listing, dependency queries, binary imports |
| audio | Audio buses, effects, and volume settings |
| classdb | Godot class hierarchy: properties, methods, signals, inheritance |
| cleanup | Deleting files, scripts, scenes, resources, folders; closing scenes |
| debugger | Debugger state, breakpoints, execution flow |
| editor_advanced | Editor screenshots, filesystem refresh, wait-for-idle |
| input_map | Input actions and their key/controller bindings |
| layer_naming | Physics, render, and navigation layer names |
| lsp_code_analysis | GDScript diagnostics, symbols, hover, project-wide compile check |
| lsp_code_navigation | Completion, go-to-definition, find references |
| navigation | Navigation regions, meshes, obstacle avoidance |
| particles | GPU particle systems |
{
"mcpServers": {
"godot-2": {
"command": "npx",
"args": ["-y", "@npgamedev/godot-mcp-server"],
"env": {
"GODOT_MCP_LSP_HOST": "your-value",
"GODOT_MCP_PROJECT_PATH": "your-value",
"GODOT_MCP_TOKEN_PATH": "your-value"
}
}
}
}Add to claude_desktop_config.json, then restart Claude Desktop.
| Variable | Description | Required |
|---|---|---|
| GODOT_MCP_LSP_HOST | Endpoint or connection string the server talks to. | Optional |
| GODOT_MCP_PROJECT_PATH | Filesystem location the server is allowed to use. | Optional |
| GODOT_MCP_TOKEN_PATH | Credential the server authenticates with. | Yes |
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