io.github.tomyud1/godot-mcp is an MCP server that MCP server for Godot game engine integration — control the Godot editor with AI. Its tool list has not been published yet over stdio and sse, requires no API key, and scores 59/100 on MCPpedia's security, maintenance and efficiency rubric.
Config is the same across clients - only the file and path differ.
{
"mcpServers": {
"godot": {
"args": [
"-y",
"godot-mcp-server"
],
"command": "npx"
}
}
}Are you the author?
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MCP server for Godot game engine integration — control the Godot editor with AI
Run this in your terminal to verify the server starts. Then let us know if it worked - your result helps other developers.
npx -y 'godot-mcp-server' 2>&1 | head -1 && echo "✓ Server started successfully"
After testing, let us know if it worked:
Five weighted categories - click any category to see the underlying evidence.
No known CVEs.
Checked godot-mcp-server against OSV.dev.
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Give your AI assistant full access to the Godot editor.
Build games faster with Claude, Cursor, or any MCP-compatible AI — no copy-pasting, no context switching. AI reads, writes, and manipulates your scenes, scripts, nodes, and project settings directly.
Godot 4.4+ · 69 tools · Undo/redo · Interactive project visualizer · MIT license
Now on the Godot Asset Store as Godlink MCP. If it helps you, please leave a review there. It's the main way other Godot developers find it.

Download and run the installer from nodejs.org (LTS version). It's a standard installer — no terminal needed.
Godot 4.7 and newer: inside the Godot editor, click the Asset Store tab at the top → search "Godlink" → find "Godlink MCP" → Install. (Store page)
Godot 4.6 and older: click the AssetLib tab instead → search "mcp" → find "Godot AI Assistant tools MCP" → Install.
Manual install: copy the addons/godot_mcp/ folder from this repo into your project's addons/ folder.
Then go to Project → Project Settings → Plugins and enable the Godot MCP plugin.
Claude Desktop — Settings → Developer → Edit Config → open the config file and paste:
Mac / Linux:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-server"]
}
}
}
Windows:
{
"mcpServers": {
"godot": {
"command": "cmd",
"args": ["/c", "npx", "-y", "godot-mcp-server"]
}
}
}
Cursor — Settings → MCP → Add Server:
Mac / Linux:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-server"]
}
}
}
Windows:
{
"mcpServers": {
"godot": {
"command": "cmd",
"args": ["/c", "npx", "-y", "godot-mcp-server"]
}
}
}
Claude Code — run in terminal:
claude mcp add godot -- npx -y godot-mcp-server
Works with any MCP-compatible client (Cline, Windsurf, etc.)
Close and reopen Claude Desktop / Cursor / your client so it picks up the new config.
Hit Restart Project in the Godot editor. Check the top-right corner — once your AI client is running you should see MCP: Agent Active in green. You're ready to go.
If it shows MCP: No Agent in orange, Godot found the server but no AI client is using it yet. Restart your AI client. MCP: Disconnected in red means the server isn't running. Check that Node.js is installed and the config from step 2 is saved.
| Category | Tools | Examples |
|---|---|---|
| Scene Operations | 23 | Create whole node trees in one call, add/remove/move nodes, set any property including textures, shapes, meshes and materials (by file path or inline), attach scripts, signals, groups, call methods |
| Project & Runtime | 28 | Run/stop the game, send input, take screenshots, inspect live nodes, read errors and logs, project settings, input map, autoloads |
| Script & File Operations | 8 | Edit and validate scripts, write files, rename/move files with reference updates, create and delete folders |
| File Browsing | 4 | Browse directories, read files, search the project, create scripts |
| Undo & Batching | 4 | Undo/redo any AI change, run many changes as one all-or-nothing batch |
| Asset Generation | 1 | Generate 2D sprites from SVG |
| Visualization | 1 | Interactive browser-based project map and scene explorer |
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