GodotMcp 0.1.0
dotnet tool install --global GodotMcp --version 0.1.0
dotnet new tool-manifest
dotnet tool install --local GodotMcp --version 0.1.0
#tool dotnet:?package=GodotMcp&version=0.1.0
nuke :add-package GodotMcp --version 0.1.0
godot-mcp
An MCP server that lets any MCP client (Claude Code, Cursor, or your own agent) read and edit Godot 4 projects: scene trees, nodes, properties, resources, scripts, headless runs.
Unity has a popular MCP bridge with over 12k stars; Godot's C# side has had nothing comparable. The design difference here: godot-mcp works on the project files directly (project.godot, .tscn, .tres), so it needs no Godot installation and no engine assemblies - it runs anywhere, including CI.
Install
dotnet tool install -g GodotMcp
Quickstart
Add to your MCP client config (Claude Code, Cursor, or any stdio MCP client):
{
"mcpServers": {
"godot": {
"command": "godot-mcp",
"args": ["/path/to/your/godot/project"]
}
}
}
The argument is the project root (the folder containing project.godot). Alternatively set the GODOT_PROJECT environment variable, or omit both to use the current directory. Every tool also accepts an explicit projectPath parameter, so one server can serve multiple projects.
Tools
| Tool | Description |
|---|---|
godot_project_info |
Read project.godot: name, main scene, features, autoloads, engine version |
godot_list_scenes |
List all .tscn scene files as res:// paths |
godot_list_resources |
List resource files (.tres, .res, .gdshader, .material) |
godot_list_scripts |
List script files (.cs, .gd) |
godot_inspect_script |
Get a script's language, class name and base type |
godot_get_scene_tree |
Full node tree of a scene with types, groups and properties |
godot_get_node |
Get a single node by scene-tree path, with its properties |
godot_create_node |
Add a node under a given parent and save the scene |
godot_remove_node |
Remove a node and its descendants from a scene |
godot_set_node_property |
Set a node property using Godot text syntax (Vector2(10, 20), true, ...) |
godot_get_node_property |
Get a single node property value in Godot text syntax |
godot_read_resource |
Read a .tres/.tscn file as raw text |
godot_write_resource |
Write a .tres/.tscn file, validated as Godot resource text before saving |
godot_resource_summary |
Structure of a resource file: descriptor, sections, external references |
godot_binary_info |
Locate the installed godot binary and report its version |
godot_run_headless |
Run the project (or a scene) headlessly, return exit code and output |
godot_import_resources |
Run godot --headless --import to (re)import project resources |
How it works
project.godot, .tscn and .tres are parsed and written as plain text - no engine embedding, no editor plugin, no running Godot instance. The server shells out to the godot binary only for the three optional run tools; set GODOT_BIN if it is not on PATH.
Requirements
- .NET 10 SDK (
net10.0) - A Godot 4 project on disk
godotbinary: optional, only for headless run/import tools
License
MIT
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
This package has no dependencies.
| Version | Downloads | Last Updated |
|---|---|---|
| 0.1.0 | 145 | 7/11/2026 |