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MCP server for full Godot 4.x engine control: 157 tools for AI-driven game development (GDScript and C#/.NET). Tested with Godot 4.7.
| Date | Stars |
|---|---|
| 2026-07-31 | 378 |
| 2026-08-06 | 389 |
Today
+11 stars today
This week
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Momentum
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<img width="2752" height="1536" alt="godot_mcp_header" src="https://github.com/user-attachments/assets/ed7ac605-8fb5-4a5f-adf8-4b6912cbc18c" /> # Godot MCP - Full Control [](https://modelcontextprotocol.io/introduction) [](https://godotengine.org) [](https://www.typescriptlang.org/) [](https://opensource.org/licenses/MIT) A comprehensive [Model Context Protocol](https://modelcontextprotocol.io/introduction) (MCP) server that gives AI assistants **full control** over the Godot game engine. **157 tools** spanning networking, 3D/2D rendering, UI controls, audio effects, animation trees, file I/O, runtime code execution, property inspection, scene manipulation, signal management, physics, project creation, and more. ## Acknowledgments This project is built upon and extends [godot-mcp](https://github.com/Coding-Solo/godot-mcp) by [Solomon Elias (Coding-Solo)](https://github.com/Coding-Solo). The original project provided the foundational architecture including the TypeScript MCP server, headless GDScript operations system, and TCP-based runtime interaction server. Thank you for making this possible with your excellent open-source work! ## What's New (Improvements Over Original) The original godot-mcp provided 20 tools for basic project management and scene creation. This fork extends it to **157 tools** with the following major additions: ### New in 3.1 - **`validate_script` autoload resolution** - Script validation now compiles the target through a `SceneTree` at `_initialize()` (after project autoloads are registered) instead of `--check-only` at `_init()`. References to autoload singletons no longer produce false `Identifier not found` errors, while real syntax/type errors are still caught. Verified building a full game whose scripts reference several autoloads. - **`manage_input_map` event merging** - Adding a second key to an existing input action now merges it into that action's `events` array (with `physical_keycode` de-duplication) instead of writing a duplicate `actionname=` line, which previously left `project.godot` malformed and silently dropped earlier bindings. ### New in 3.0 - **.NET / C# support** - Scaffold C# projects and generate C# scripts (`create_project` with `dotnet: true`, `create_csharp_script`); the `.csproj` SDK version is matched to your installed Godot. - **GDScript diagnostics** - Validate scripts for syntax and type errors without running the game (`validate_script`, and `validate_scripts` for all git-changed or project-wide files). - **Correctness and robustness fixes** across the headless scene operations and the runtime interaction server (resource-typed properties now persist, reparenting works, runtime commands are correlated by request id, and the tools survive projects with warnings-as-errors). Requires Godot 4.4 or later; tested and working with the latest Godot **4.7**. ### Runtime Code Execution - **`game_eval`** - Execute arbitrary GDScript code in the running game with return values - Full `await` support for async GDScript code - Works even when the game is paused (`PROCESS_MODE_ALWAYS`) ### Runtime Node Inspection & Manipulation - **`game_get_property`** / **`game_set_property`** - Read/write any property on any node by path - **`game_call_method`** - Call any method on any node with arguments - **`game_get_node_info`** - Full node introspection: properties, signals, methods, children - **`game_instantiate_scene`** - Dynamically add scenes to the running game - **`game_remove_node`** - Remove nodes at runtime - **`game_change_scene`** - Switch scenes at runtime - **`game_reparent_node`** - Move nodes between parents ### Signal System
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Read on GitHubWould you bet a product on this? Bounded 0–100 and slow moving.
matched fp:6edb727c57c7e2e8, topic:mcp, topic:model-context-protocol, topic:mcp-server