n24q02m

Better Godot MCP

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Composite MCP server for Godot Engine -- 17 composite tools for AI-assisted game development.

Better Godot MCP

mcp-name: io.github.n24q02m/better-godot-mcp

Composite MCP server for Godot Engine -- 17 composite tools for AI-assisted game development.

CIcodecovnpmDockerLicense: MIT

TypeScriptNode.jsGodot Enginesemantic-releaseRenovate

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Table of contents

  • Features
  • Install
  • Documentation
  • Tools
  • Comparison
  • Configuration
  • Security
  • Build from source
  • Trust model
  • License

Features

  • 17 composite mega-tools -- scene, node, script, shader, animation, tilemap, physics, audio, navigation, UI, and more
  • Full scene control -- create, parse, and modify .tscn files directly without Godot running
  • GDScript CRUD -- create, read, write, and attach scripts in a single call
  • Tiered token optimization -- compressed descriptions + on-demand help tool

Install

Runs over stdio by default. No credentials, no account, no relay -- the server reads and writes your local Godot project files directly. Godot 4.x is optional (only run/stop/export and editor actions need the binary).

Via npx (recommended)

npx -y @n24q02m/better-godot-mcp@latest

MCP client config

Add to your client's MCP config (Claude Code, Cursor, Windsurf, Codex, mcp.json):

{
  "mcpServers": {
    "better-godot-mcp": {
      "command": "npx",
      "args": ["-y", "@n24q02m/better-godot-mcp"],
      "env": {
        "GODOT_PROJECT_PATH": "/path/to/your/godot/project"
      }
    }
  }
}

GODOT_PROJECT_PATH is optional -- every tool also accepts a project_path argument per call.

Via Docker

docker run -i --rm -v /path/to/your/godot/project:/project n24q02m/better-godot-mcp

The image is published for amd64 and arm64. Mount your project directory so the server can read and write scene, script, and resource files.

Documentation

Full setup guide at mcp.n24q02m.com/servers/better-godot-mcp/setup/ -- install steps for Claude Code, Codex, Gemini CLI, Cursor, Windsurf, and mcp.json.

Install with AI agent -- paste this to your AI coding agent:

Install MCP server better-godot-mcp following the steps at https://raw.githubusercontent.com/n24q02m/claude-plugins/main/plugins/better-godot-mcp/setup-with-agent.md

Tools

Tool Actions Description
project info, version, run, stop, settings_get, settings_set, export Project metadata, run/stop, and settings
scenes create, list, info, delete, duplicate, set_main Scene file management
nodes add, remove, rename, list, set_property, get_property Scene tree node manipulation
scripts create, read, write, attach, list, delete GDScript file CRUD
editor launch, status Launch Godot editor and check status
config status, set, detect_godot, check Server configuration and environment detection
resources list, info, delete, import_config Resource file management
input_map list, add_action, remove_action, add_event Input action and event mapping
signals list, connect, disconnect Signal connections
animation create_player, add_animation, add_track, add_keyframe, list Animation players and tracks
tilemap create_tileset, add_source, set_tile, paint, list TileMap and TileSet management
shader create, read, write, get_params, list Shader file CRUD with Godot 4 syntax
physics layers, collision_setup, body_config, set_layer_name Collision layers and physics bodies
audio list_buses, add_bus, add_effect, create_stream Audio bus and effect management
navigation create_region, add_agent, add_obstacle Navigation regions, agents, and obstacles
ui create_control, set_theme, layout, list_controls UI control creation and theming
help - Get full documentation for any tool

Comparison

How better-godot-mcp stacks up against direct competitors in each pillar:

Capability better-godot-mcp Coding-Solo/godot-mcp bradypp/godot-mcp tugcantopaloglu/godot-mcp
Scene file management Yes (scenes: create/list/info/delete/duplicate/set_main) Yes (create/save) Yes (create/save) Yes (create/read/modify)
Node tree manipulation Yes (nodes: add/remove/rename/list/get+set_property) Partial (add only) Yes (add/edit/remove) Yes (add/remove/reparent)
GDScript file CRUD Yes (scripts: create/read/write/attach/list/delete) No No Partial (create from template + runtime eval)
Shader file CRUD Yes (shader: create/read/write/get_params/list) No No Partial (create/read .gdshader)
Animation authoring Yes (animation: player/track/keyframe) No No Yes (player/tween/state machine)
TileMap / TileSet Yes (tilemap: tileset/source/set_tile/paint) No No Yes (TileMapLayer cells)
Physics layers / bodies Yes (physics: layers/collision/body_config) No No Yes (collision/joints/raycast)
Audio bus management Yes (audio: buses/effects/streams) No No Yes (buses/routing/effects)
Navigation setup Yes (navigation: region/agent/obstacle) No No Yes (navigation)
UI control authoring Yes (ui: control/theme/layout) No Partial (via add node) Yes (controls/themes/menus)
Input map editing Yes (input_map: action/event) No No Yes (actions/key bindings)
Signal connections Yes (signals: connect/disconnect/list) No No Yes (connect/emit/await)
Launch editor / run project Yes (editor, project run/stop) Yes Yes Yes
Works without running editor Yes (text-based .tscn parsing) Yes (headless GDScript bridge) Yes (headless GDScript bridge) Partial (CLI headless or live TCP socket)
No credentials stored (TC-Local) Yes Yes Yes Yes
stdio + HTTP transports Yes (stdio default + --http) No (stdio only) No (stdio only) No (stdio only)
Docker image (amd64 + arm64) Yes No No No
Token-tiered tool descriptions Yes (compact + on-demand help) No No No

Configuration

The Godot binary is auto-detected from common install locations and PATH. No environment variables are required for basic usage. Optionally set GODOT_PROJECT_PATH and GODOT_PATH to override the defaults.

Variable Required Default Description
GODOT_PROJECT_PATH No - Default project path (tools also accept a project_path param)
GODOT_PATH No Auto-detected Path to the Godot binary

HTTP transport

The server runs over stdio by default. To serve over Streamable HTTP instead, pass --http or set MCP_TRANSPORT=http (TRANSPORT_MODE=http is also accepted). HTTP mode exposes an unauthenticated /mcp endpoint -- there are no credentials to protect, so it is meant for trusted local or self-hosted use.

Variable Required Default Description
MCP_TRANSPORT No stdio Set to http for Streamable HTTP transport
PORT No 0 (auto-assign) HTTP port (HTTP mode only)
HOST No Server default HTTP host (HTTP mode only)

Limitations

  • Requires Godot 4.x project structure
  • Scene files (.tscn) are parsed/modified via text manipulation, not Godot's internal API
  • run/stop/export actions require Godot binary to be installed
  • Docker mode has limited filesystem access (mount your project directory)

Security

  • Binary detection -- Multi-path Godot detection (env, PATH, common locations)
  • Project validation -- Verifies project.godot exists before operations
  • Cross-platform -- Windows, macOS, Linux path handling

Build from source

git clone https://github.com/n24q02m/better-godot-mcp.git
cd better-godot-mcp
bun install
bun run dev          # stdio mode (default)
bun run dev:http     # Streamable HTTP mode

Trust model

This plugin implements TC-Local (no auth required -- no credentials stored). See the trust model reference for full classification.

Mode Storage Encryption Who can read your data?
stdio (default) N/A (no credentials) N/A N/A
HTTP self-host N/A (no credentials) N/A N/A

License

MIT -- See LICENSE.

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