Godot MCP Server

MCP server that connects AI coding assistants to the Godot 4.2+ editor (scenes, nodes, scripts, ClassDB, playtests) via the companion

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What is the Godot MCP server?

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 short version

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 tools it exposes

The server publishes 14 tools. What each one is for:

  • 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

What it needs from you

Configuration 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.

Getting it running

@npgamedev/godot-mcp-server on npm is all you need. Most clients run it directly, so configuration is a few lines and a restart.

How it compares

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.

Things to watch

  • It runs with your machine's permissions. That is convenient and also the reason to think about what you point it at before you approve a tool call.
  • With 14 tools registered it takes up a noticeable share of the context window; turn it off in projects that never touch Godot.
  • Missing credentials fail quietly in some clients — if no tools show up, check the environment block first.
  • Keep per-call confirmation enabled while you learn its behaviour; it is the cheapest safeguard you have.

Available tools

ToolWhat it does
GroupWhat it unlocks
animation_authoringKeyframes, tracks, and AnimationTree state machines
asset_opsAsset listing, dependency queries, binary imports
audioAudio buses, effects, and volume settings
classdbGodot class hierarchy: properties, methods, signals, inheritance
cleanupDeleting files, scripts, scenes, resources, folders; closing scenes
debuggerDebugger state, breakpoints, execution flow
editor_advancedEditor screenshots, filesystem refresh, wait-for-idle
input_mapInput actions and their key/controller bindings
layer_namingPhysics, render, and navigation layer names
lsp_code_analysisGDScript diagnostics, symbols, hover, project-wide compile check
lsp_code_navigationCompletion, go-to-definition, find references
navigationNavigation regions, meshes, obstacle avoidance
particlesGPU particle systems

How to install the Godot MCP server

{
  "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.

Configuration

VariableDescriptionRequired
GODOT_MCP_LSP_HOSTEndpoint or connection string the server talks to.Optional
GODOT_MCP_PROJECT_PATHFilesystem location the server is allowed to use.Optional
GODOT_MCP_TOKEN_PATHCredential the server authenticates with.Yes

Example prompts to try

  • Use Godot to Group.
  • Use Godot to animation authoring.
  • Use Godot to asset ops.

Frequently asked questions

It connects Godot to MCP-compatible AI assistants such as Claude and Cursor, exposing 14 tools (Group, animation_authoring, asset_ops, and more) that the assistant can call on your behalf. Instead of copying data back and forth by hand, the assistant works with Godot directly.