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Godot has no official MCP server. The one most people mean by "Godot MCP"
is the community Coding-Solo/godot-mcp. It lets Claude
or Cursor open the Godot editor, run your game, read its errors and edit
scenes. Build it from source rather than with npx: the npm release still has
a script-loading flaw that was fixed only on GitHub. TrustedMCP grades it D.
What the Godot MCP server does
godot-mcp is an MIT-licensed TypeScript server by GitHub user Coding-Solo.
It runs on your machine over stdio and drives the Godot executable you already
have installed. When we checked on 2026-11-01 it had about 6,400 GitHub stars
and 48,751 npm downloads in October 2026. The next most downloaded Godot server
had 3,267.
Its README lists 14 tools:
| Area | Tool | What it does |
|---|---|---|
| Editor and game | launch_editor |
Opens the Godot editor on a project |
| Editor and game | run_project |
Runs the project in debug mode |
| Editor and game | get_debug_output |
Returns the running game's console output and errors |
| Editor and game | stop_project |
Stops the running game |
| Read | get_godot_version |
Reports the installed Godot version |
| Read | list_projects |
Finds Godot projects in a folder you name |
| Read | get_project_info |
Describes a project's structure |
| Scenes (writes) | create_scene |
Creates a scene with a root node type |
| Scenes (writes) | add_node |
Adds a node with properties to an existing scene |
| Scenes (writes) | load_sprite |
Loads a texture into a Sprite2D node |
| Scenes (writes) | export_mesh_library |
Exports a 3D scene as a MeshLibrary for GridMap |
| Scenes (writes) | save_scene |
Saves a scene, or a copy under a new path |
| UIDs | get_uid |
Reads the UID of a file (Godot 4.4+) |
| UIDs (writes) | update_project_uids |
Resaves resources to refresh UID references (Godot 4.4+) |
The point of the server is the feedback loop. The agent writes or changes code, runs the game, reads the errors and tries again, without you copying console output back and forth.
It does not write GDScript files itself. Your agent still edits .gd files
with its own file tools, and godot-mcp runs and checks the result.
Why this server and not the others?
The official MCP Registry had 22 Godot servers on 2026-11-01, all community projects. We listed Coding-Solo's because it is the one people search for and install, by a wide margin. That doesn't make it the safest:
- satelliteoflove/godot-mcp (npm
@satelliteoflove/godot-mcp, 2,060 downloads in October) works through an editor addon on a WebSocket bound to127.0.0.1:6550. It has a--read-onlyflag and was still being updated in October 2026. It needs Godot 4.5+. Itsgodot_exectool runs any GDScript inside the running game, so deny that one. - tomyud1/godot-mcp (npm
godot-mcp-server, 3,267 downloads) also uses an editor plugin, on WebSocket port 6505, plus a browser visualizer on port 6510. It has 69 tools, including file writes, moves and deletes. Needs Godot 4.4+.
We haven't graded those two. If you want an editor-plugin server with live scene editing, read their source the same way before you install one.
Requirements
- Godot installed. The README gives no minimum version. The UID tools need Godot 4.4 or later, and the bundled script uses Godot 4 APIs, so plan on Godot 4.
- Node.js 18 or newer, and npm.
- A project folder that contains a
project.godotfile.
The server looks for Godot in the usual install places: godot on your PATH,
/Applications/Godot.app on macOS, C:\Program Files\Godot\Godot.exe on
Windows, /usr/bin/godot or /snap/bin/godot on Linux, and a few more. If
yours lives somewhere else (Steam, a downloaded zip, a .NET build), set
GODOT_PATH to the full path of the executable.
Godot MCP setup in Claude Code, Claude Desktop and Cursor
Build it from source first. These are the README's "Building from Source" steps:
git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run build
The README then says to "point your MCP client to build/index.js instead of
using npx". Why we skip the README's npx @coding-solo/godot-mcp quick
start is explained below.
Claude Code. Use the absolute path to your clone:
claude mcp add godot -e GODOT_PATH=/path/to/godot -- node /path/to/godot-mcp/build/index.js
Leave out -e GODOT_PATH=... if Godot is in a standard location. Run
claude mcp list to check it connects. Scopes and other options are in our
Claude Code MCP setup guide.
Claude Desktop. The README has no Claude Desktop section. Its "Other MCP
clients" config works in claude_desktop_config.json (macOS
~/Library/Application Support/Claude/, Windows %APPDATA%\Claude\) with the
npx line swapped for your build:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/path/to/godot-mcp/build/index.js"],
"env": { "GODOT_PATH": "/path/to/godot" }
}
}
}
Restart Claude Desktop after editing. On Windows, write the paths with double backslashes or forward slashes.
Cursor. Put the same JSON in .cursor/mcp.json in your project, or in
~/.cursor/mcp.json for every project. The README notes you may need to press
refresh on the server card before the tools show up.
Debug logging. DEBUG=true in env turns on detailed server logs. Use it
when a tool fails, then turn it off.
Don't copy the Cline example as is. The README's Cline config puts all 14
tools in autoApprove, including run_project and every scene write. That
means no prompt before anything runs.
What it can change in your project
Read from the source, not just the README:
- It runs your game.
run_projectstarts Godot in debug mode on the project path the agent passes. Every script in that project runs with your user account's rights, the same as pressing F5. If the project contains code you didn't write, from an asset or a downloaded sample, that runs too. - It runs Godot, not a shell. Since version 0.1.1 the server starts Godot
with Node's
execFileandspawn, which don't go through a shell. Earlier versions passedprojectPathto a shell, which was CVE-2026-25546. - It writes scene and resource files.
create_scene,add_node,load_spriteandsave_scenesave.tscnfiles.export_mesh_librarywrites a MeshLibrary.update_project_uidsresaves every.tscnin the project and creates missing.uidfiles. The changes go straight to disk, so git is your undo. - The write scope is the project folder you name. The server rejects paths
containing
..and joins scene paths onto the project path. But the project path itself can be any folder on your disk that holds aproject.godot. - No network port. The only transport is stdio. Nothing listens on a port, unlike the editor-plugin servers above.
- No permission layer. There is no authentication, no read-only mode, and no tool annotations marking which tools write. Your client's approval prompts are the only gate.
How to limit what it can do
- Commit before every session.
git add -A && git commit(or a branch) before you let an agent at the project. If a scene comes out wrong, you diff and revert. This matters more because UID resaves touch many files at once. - Build from
main, and pin it. Note the commit you built from, and only pull new commits after reading them. - Use Claude Code permission rules. Tool names follow
mcp__<server>__<tool>, so with the server namedgodot:
{
"permissions": {
"allow": [
"mcp__godot__get_godot_version",
"mcp__godot__list_projects",
"mcp__godot__get_project_info",
"mcp__godot__get_debug_output",
"mcp__godot__get_uid",
"mcp__godot__stop_project"
],
"ask": [
"mcp__godot__run_project",
"mcp__godot__launch_editor",
"mcp__godot__create_scene",
"mcp__godot__add_node",
"mcp__godot__load_sprite",
"mcp__godot__save_scene",
"mcp__godot__export_mesh_library"
],
"deny": ["mcp__godot__update_project_uids"]
}
}
Put it in the project's .claude/settings.json. Reads run freely, anything
that runs code or writes a scene asks first, and the project-wide resave is
blocked until you want it. Move run_project to allow only for a
project where you wrote or reviewed every script.
4. Keep untrusted projects away from it. Don't point it at a downloaded
project or asset pack you haven't read. Game output and file contents go
back into the agent's context and can carry injected instructions. Our guide
to MCP server security risks covers that
pattern.
5. Stop the game when you're done. stop_project ends a game that
run_project started.
Why the Godot MCP server grades D
Scored against our rubric:
- Authentication, 0 of 30. The server has no authentication or permission setting of its own. That is normal for a local stdio tool, but it means every tool is live as soon as your client starts it.
- Maintenance, 0 of 25. The last commit was on 16 April 2026, 199 days before this check. There are no GitHub releases, one npm version, and 75 open issues and pull requests. One person does almost all the work (52 of about 60 commits).
- Known CVEs, 8 of 25. CVE-2026-25546 (command injection through
projectPath, high) was reported on 2026-01-19 and fixed in 0.1.1 on 2026-02-03, inside 30 days. The problem is a second flaw. Issue #95, reported on 2026-04-10, showed thatadd_nodeandcreate_scenewould load a script by path (such asres://evil.gd) and run its_init(), so a prompt injection could run code through a tool that looks like it only adds a node. The fix was merged tomainon 2026-04-16, but no npm release followed. We checked: the published 0.1.1 still has the old script loader and no class-name check. It has no GitHub advisory either. Building from source is the mitigation, which is the 8-point band. - Transport, 6 of 20. stdio only, with no shell, but the server's whole job is to start the Godot executable and run project code with paths the model chooses.
Overall: grade D. The single biggest problem is maintenance: there has been no commit since April, and the package the README tells you to run is missing a security fix. More detail is on the Godot MCP listing.
A D here doesn't mean "don't use it". It means: build from source, commit first, and keep the run and write tools behind a prompt.
Frequently asked questions
Is there an official Godot MCP server?
No. When we checked on 2026-11-01, neither the Godot Foundation nor the Godot engine project had released one, and all 22 Godot servers in the official MCP Registry were community projects.
What is the best Godot MCP server?
The most used is Coding-Solo/godot-mcp: run, debug and scene tools, no network port, but stale and only safe when built from source. If you want live editor control and a read-only switch, satelliteoflove/godot-mcp is the one to evaluate next. We have graded only Coding-Solo's so far.
Does the Godot MCP server work with Claude Code?
Yes. Claude Code is the README's main setup:
claude mcp add godot -- npx @coding-solo/godot-mcp. We recommend the
from-source version instead:
claude mcp add godot -- node /path/to/godot-mcp/build/index.js.
Which Godot version do I need?
The README sets no minimum. The UID tools need Godot 4.4 or later, and the server's bundled script is written for Godot 4. Godot 3 projects aren't a good fit.
Can the Godot MCP server write GDScript?
Not directly. It creates and edits scenes and resources. Your agent writes
.gd files with its own file tools, then uses run_project and
get_debug_output to test them.
Why does it say Godot was not found?
The server checks your PATH and the standard install folders. If you installed
Godot through Steam, from a zip or as the .NET build, set GODOT_PATH to the
full path of the executable and restart your client.
Is godot-mcp safe to use?
On a project you trust, built from source, with your client's approval prompts on, the risk is low and close to running the game yourself. The real risks are the unpatched npm package, auto-approving every tool, and pointing it at a project with code you haven't read.