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Better Godot Mcp

n24q02m/better-godot-mcp
24STDIOregistry active
Summary

A full-featured bridge between Claude and Godot Engine 4.x projects. Gives you direct control over scene files, node hierarchies, GDScript CRUD, shader management, animation, tilemaps, physics, audio, navigation, and UI elements without needing the editor open. The 17 composite tools let you create and modify .tscn files, attach scripts, wire up signals, configure input maps, and manage resources in a single call. Built with token optimization in mind through compressed tool descriptions and an on-demand help system. Supports both stdio and HTTP transports, though the author notes recent architecture stabilization after earlier credential handling churn. If you're prototyping game mechanics with AI or automating Godot workflows, this handles the engine-specific plumbing so you can stay in the conversation.

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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.

CI codecov npm Docker License: MIT

TypeScript Node.js Godot Engine semantic-release Renovate

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Table of contents

  • Features
  • Install
  • Smithery
  • Documentation
  • Tools
  • Comparison
  • Configuration
  • CLI
  • Security
  • Build from source
  • Trust model
  • License
Better Godot MCP server

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.

Smithery

better-godot-mcp ships a smithery.yaml so it can be discovered and deployed through Smithery. Smithery launches the server over stdio via npx -y @n24q02m/better-godot-mcp, and no configuration is required to start -- the server has no credentials and reads your local Godot project files directly.

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

ToolActionsDescription
projectinfo, version, run, stop, settings_get, settings_set, exportProject metadata, run/stop, and settings
scenescreate, list, info, delete, duplicate, set_mainScene file management
nodesadd, remove, rename, list, set_property, get_propertyScene tree node manipulation
scriptscreate, read, write, attach, list, deleteGDScript file CRUD
editorlaunch, statusLaunch Godot editor and check status
configstatus, set, detect_godot, checkServer configuration and environment detection
resourceslist, info, delete, import_configResource file management
input_maplist, add_action, remove_action, add_eventInput action and event mapping
signalslist, connect, disconnectSignal connections
animationcreate_player, add_animation, add_track, add_keyframe, listAnimation players and tracks
tilemapcreate_tileset, add_source, set_tile, paint, listTileMap and TileSet management
shadercreate, read, write, get_params, listShader file CRUD with Godot 4 syntax
physicslayers, collision_setup, body_config, set_layer_nameCollision layers and physics bodies
audiolist_buses, add_bus, add_effect, create_streamAudio bus and effect management
navigationcreate_region, add_agent, add_obstacleNavigation regions, agents, and obstacles
uicreate_control, set_theme, layout, list_controlsUI control creation and theming
help-Get full documentation for any tool

Comparison

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

Capabilitybetter-godot-mcpCoding-Solo/godot-mcpbradypp/godot-mcptugcantopaloglu/godot-mcp
Scene file managementYes (scenes: create/list/info/delete/duplicate/set_main)Yes (create/save)Yes (create/save)Yes (create/read/modify)
Node tree manipulationYes (nodes: add/remove/rename/list/get+set_property)Partial (add only)Yes (add/edit/remove)Yes (add/remove/reparent)
GDScript file CRUDYes (scripts: create/read/write/attach/list/delete)NoNoPartial (create from template + runtime eval)
Shader file CRUDYes (shader: create/read/write/get_params/list)NoNoPartial (create/read .gdshader)
Animation authoringYes (animation: player/track/keyframe)NoNoYes (player/tween/state machine)
TileMap / TileSetYes (tilemap: tileset/source/set_tile/paint)NoNoYes (TileMapLayer cells)
Physics layers / bodiesYes (physics: layers/collision/body_config)NoNoYes (collision/joints/raycast)
Audio bus managementYes (audio: buses/effects/streams)NoNoYes (buses/routing/effects)
Navigation setupYes (navigation: region/agent/obstacle)NoNoYes (navigation)
UI control authoringYes (ui: control/theme/layout)NoPartial (via add node)Yes (controls/themes/menus)
Input map editingYes (input_map: action/event)NoNoYes (actions/key bindings)
Signal connectionsYes (signals: connect/disconnect/list)NoNoYes (connect/emit/await)
Launch editor / run projectYes (editor, project run/stop)YesYesYes
Works without running editorYes (text-based .tscn parsing)Yes (headless GDScript bridge)Yes (headless GDScript bridge)Partial (CLI headless or live TCP socket)
No credentials stored (TC-Local)YesYesYesYes
stdio + HTTP transportsYes (stdio default + --http)No (stdio only)No (stdio only)No (stdio only)
Docker image (amd64 + arm64)YesNoNoNo
Token-tiered tool descriptionsYes (compact + on-demand help)NoNoNo

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.

VariableRequiredDefaultDescription
GODOT_PROJECT_PATHNo-Default project path (tools also accept a project_path param)
GODOT_PATHNoAuto-detectedPath 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.

VariableRequiredDefaultDescription
MCP_TRANSPORTNostdioSet to http for Streamable HTTP transport
PORTNo0 (auto-assign)HTTP port (HTTP mode only)
HOSTNoServer defaultHTTP 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)

CLI

The better-godot-mcp binary runs the MCP server by default (stdio; add --http for Streamable HTTP). It also exposes two diagnostic subcommands for checking your Godot environment before wiring up an MCP client.

CommandDescription
better-godot-mcpStart the MCP server (stdio default; --http for Streamable HTTP)
better-godot-mcp detectPrint the detected Godot binary as JSON (path, version, source); exits non-zero when none is found
better-godot-mcp doctorHealth-check the Godot binary and the current project (GODOT_PROJECT_PATH, else the working directory)
# Detect the Godot binary (JSON output)
npx -y @n24q02m/better-godot-mcp detect
{
  "found": true,
  "path": "/path/to/godot",
  "version": {
    "major": 4,
    "minor": 6,
    "patch": 3,
    "label": "stable.official",
    "raw": "4.6.3.stable.official"
  },
  "source": "system"
}
# Health-check the Godot binary and project
npx -y @n24q02m/better-godot-mcp doctor
[ok] godot binary: /path/to/godot (source: system)
[ok] godot version: 4.6.3.stable.official
[warn] project: no project.godot found at /path/to/cwd (set GODOT_PROJECT_PATH)

detect exits 1 when no Godot binary is found; doctor exits 1 when the binary is missing (a missing project.godot is only a warning).

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.

ModeStorageEncryptionWho can read your data?
stdio (default)N/A (no credentials)N/AN/A
HTTP self-hostN/A (no credentials)N/AN/A

License

MIT -- See LICENSE.

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Configuration

GODOT_PROJECT_PATH

Default Godot project path. Most tools also accept project_path parameter.

GODOT_PATH

Path to Godot binary. Auto-detected if not set.

Categories
Design & Creative
Registryactive
Package@n24q02m/better-godot-mcp
TransportSTDIO
UpdatedJun 9, 2026
View on GitHub

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