GodotMcp 0.1.0

dotnet tool install --global GodotMcp --version 0.1.0
                    
This package contains a .NET tool you can call from the shell/command line.
dotnet new tool-manifest
                    
if you are setting up this repo
dotnet tool install --local GodotMcp --version 0.1.0
                    
This package contains a .NET tool you can call from the shell/command line.
#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
  • godot binary: optional, only for headless run/import tools

License

MIT

Product 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. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

This package has no dependencies.

Version Downloads Last Updated
0.1.0 145 7/11/2026