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…/tugcantopaloglu/godot-mcp
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godot-mcp

bytugcantopaloglu· 1 MCP server

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327

Stars

372

Forks

62

Category

Frontend Development

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TL;DR

A comprehensive Model Context Protocol (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, run

How to install godot-mcp?

tugcantopaloglu/godot-mcp
$git clone https://github.com/tugcantopaloglu/godot-mcp

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Install & use

Install godot-mcp by running `git clone https://github.com/tugcantopaloglu/godot-mcp`, then use it for the current task and follow its documentation at https://github.com/tugcantopaloglu/godot-mcp.

Files · 1

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README.md
1<img width="2752" height="1536" alt="godot_mcp_header" src="https://github.com/user-attachments/assets/ed7ac605-8fb5-4a5f-adf8-4b6912cbc18c" />
2 
3# Godot MCP - Full Control
4 
5[![](https://badge.mcpx.dev?type=server 'MCP Server')](https://modelcontextprotocol.io/introduction)
6[![Made with Godot](https://img.shields.io/badge/Made%20with-Godot-478CBF?style=flat&logo=godot%20engine&logoColor=white)](https://godotengine.org)
7[![](https://img.shields.io/badge/TypeScript-3178C6?style=flat&logo=typescript&logoColor=white 'TypeScript')](https://www.typescriptlang.org/)
8[![](https://img.shields.io/badge/License-MIT-red.svg 'MIT License')](https://opensource.org/licenses/MIT)
9 
10A 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.
11 
12## Acknowledgments
13 
14This 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!
15 
16## What's New (Improvements Over Original)
17 
18The 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:
19 
20### New in 3.1
21- **`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.
22- **`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.
23 
24### New in 3.0
25- **.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.
26- **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).
27- **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**.
28 
29### Runtime Code Execution
30- **`game_eval`** - Execute arbitrary GDScript code in the running game with return values
31- Full `await` support for async GDScript code
32- Works even when the game is paused (`PROCESS_MODE_ALWAYS`)
33 
34### Runtime Node Inspection & Manipulation
35- **`game_get_property`** / **`game_set_property`** - Read/write any property on any node by path
36- **`game_call_method`** - Call any method on any node with arguments
37- **`game_get_node_info`** - Full node introspection: properties, signals, methods, children
38- **`game_instantiate_scene`** - Dynamically add scenes to the running game
39- **`game_remove_node`** - Remove nodes at runtime
40- **`game_change_scene`** - Switch scenes at runtime
41- **`game_reparent_node`** - Move nodes between parents
42 
43### Signal System

Preview

tugcantopaloglu/godot-mcptugcantopaloglu/godot-mcp

# Godot MCP - Full Control

[![](https://badge.mcpx.dev?type=server 'MCP Server')](https://modelcontextprotocol.io/introduction)

[![Made with Godot](https://img.shields.io/badge/Made%20with-Godot-478CBF?style=flat&logo=godot%20engine&logoColor=white)](https://godotengine.org)

Repotugcantopaloglu/godot-mcp
TypeMCP Servers
CategoryFrontend Development
UpdatedJul 2026
LicenseMIT
First seenJul 27, 2026

Tags

MCPaiautomation

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