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MCPFree

Godot MCP (Coding-Solo)

MCP server for Godot: launch the editor, run projects, capture debug output and edit scenes.

GitHub stars
6,232
(GitHub stars as of 2026-10-21)
License
MIT
Last commit
2026/04/16
By
Coding-Solo
Download ZIP

Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.

Install

Claude Code
claude mcp add godot -- npx @coding-solo/godot-mcp

Restart Claude Code afterwards. Set the GODOT_PATH environment variable if Godot is not on your PATH.

With environment variables
claude mcp add godot -e GODOT_PATH=/path/to/godot -e DEBUG=true -- npx @coding-solo/godot-mcp

Commands are copied from the project's README. Check the repository before running anything on your machine.

What you get

  • Tools including launch_editor, run_project, get_debug_output and stop_project
  • Scene tools: create_scene, add_node, load_sprite, save_scene
  • Project info and export_mesh_library

Good fit

  • A light, one-command Godot bridge for Claude Code
  • Agents that need to run the game and read the errors it prints

Not for

  • Deep live-editor control: see Godot AI for a larger tool surface

Try this prompt

Prompt
Run my project and fix the first error in the debug output.

Overview

Godot MCP is the simplest way to give an agent a working loop in Godot: it can launch the editor, run the project, read the debug output and stop the game again. Basic scene editing is included as well. Setup is a single claude mcp add command.

The last commit was in April 2026. For a larger, actively maintained tool set, compare it with Godot AI.

Requirements

  • Godot installed locally
  • Node.js (runs through npx)

FAQ

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