Godot MCP runs on your own machine — the client starts it, so there is no endpoint to ping. 690 installs a week from npm. Last commit 17 Oct 2026.
Edit Godot 4 scenes, nodes and scripts; run, test and debug games live in the editor or headless.
We read the source, 5 d ago · rules 995398eba69f
What this server is able to do. For an MCP server this is often the job itself — a terminal server runs commands because that is what it is for. Listed so you know what you are plugging in, not as an accusation.
этот файл ставится пользователю, но в репозитории его нет
const child = spawn(file, args, { cwd: opts.cwd, windowsHide: true, stdio: ['ignore', 'pipe', 'pipe'] });
const facts = extractFacts(settings, (rel) => existsSync(path.join(root, rel)));
Is this your server and something here is wrong? Tell us — corrections are free and do not require a plan.
We found places where it runs commands, builds paths or queries from values it is given. None of that is a flaw by itself — it becomes one when the code changes, and code changes quietly between releases. We re-read it on every one.
This server runs on your own machine — install it with the package manager and the client starts it for you. Package name taken from the official registry entry.
claude mcp add godot-mcp -- npx -y @shin2344234/godot-mcp
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": [
"-y",
"@shin2344234/godot-mcp"
]
}
}
}
[mcp_servers.godot-mcp]
command = "npx"
args = ["-y", "@shin2344234/godot-mcp"]
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": [
"-y",
"@shin2344234/godot-mcp"
]
}
}
}
{
"servers": {
"godot-mcp": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@shin2344234/godot-mcp"
]
}
}
}
Optional settings from the registry entry, left out of the block above:
GODOT_PROJECT_PATH (Folder of the Godot project (the one containing project.godot). Defaults to the folder the client starts the server in, so set it whenever that is not your project (e.g. in desktop apps)), GODOT_PATH (Full path of the Godot 4.x executable (GODOT_BIN is accepted too). If unset, the server looks for godot, godot4 or Godot_v4* on PATH. On Windows use the main Godot exe, not the _console.exe launcher), GODOT_MCP_MODE (How tools are exposed: 'full' lists every enabled operation as its own tool (best for clients with tool search); 'compact' lists only core tools plus router tools that reach the rest), GODOT_MCP_TOOLSETS (Comma-separated tool groups to enable, or 'all' (default). Groups: core, files, scene, node, script, run, editor, signal, resource, visual, anim, world, audio, project, import, export, code, docs, game, debug, test. 'core' is always on), GODOT_MCP_READ_ONLY (Set to true to hide every tool that changes something (inspection only)), GODOT_MCP_ALLOW_EVAL (Set to true to let godot_game_eval run GDScript inside the running game. Off by default: evaluated code can do anything the game can (files, OS calls)), GODOT_MCP_CONFIRM ('elicit' asks the user (through the client's elicitation dialog, when supported) before irreversible operations; 'never' skips asking, for unattended runs where nobody can answer), GODOT_MCP_LOG_LEVEL (Verbosity of the server's stderr log (use 'debug' when filing a bug report)), GODOT_MCP_HEADLESS_TIMEOUT_MS (Advanced: timeout for one headless Godot invocation, in milliseconds), GODOT_MCP_BRIDGE_TIMEOUT_MS (Advanced: timeout for one request to the live editor bridge, in milliseconds), GODOT_MCP_LSP_PORT (Advanced: port of the Godot editor's GDScript language server on 127.0.0.1. Defaults to the port the editor plugin reports, else 6005), GODOT_MCP_LSP_TIMEOUT_MS (Advanced: timeout for one GDScript language server request, in milliseconds), GODOT_MCP_LSP_IDLE_MS (Advanced: stop the private headless language server after this many milliseconds without code tool calls), GODOT_MCP_CACHE_DIR (Advanced: folder for the server's cache (the Godot class docs index). Defaults to the per-user cache folder of the OS).
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Answers built from our own checks of this server.