@mseep/better-godot-mcp
v1.19.0-beta.2
Published
Composite MCP server for Godot Engine -- 17 composite tools for AI-assisted game development.
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Better Godot MCP
mcp-name: io.github.n24q02m/better-godot-mcp
Composite MCP server for Godot Engine -- 17 composite tools for AI-assisted game development.
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Table of contents
Features
- 17 composite mega-tools -- scene, node, script, shader, animation, tilemap, physics, audio, navigation, UI, and more
- Full scene control -- create, parse, and modify
.tscnfiles directly without Godot running - GDScript CRUD -- create, read, write, and attach scripts in a single call
- Tiered token optimization -- compressed descriptions + on-demand
helptool
Install
Runs over stdio by default. No credentials, no account, no relay -- the server reads and writes your local Godot project files directly. Godot 4.x is optional (only run/stop/export and editor actions need the binary).
Via npx (recommended)
npx -y @n24q02m/better-godot-mcp@latestMCP client config
Add to your client's MCP config (Claude Code, Cursor, Windsurf, Codex, mcp.json):
{
"mcpServers": {
"better-godot-mcp": {
"command": "npx",
"args": ["-y", "@n24q02m/better-godot-mcp"],
"env": {
"GODOT_PROJECT_PATH": "/path/to/your/godot/project"
}
}
}
}GODOT_PROJECT_PATH is optional -- every tool also accepts a project_path argument per call.
Via Docker
docker run -i --rm -v /path/to/your/godot/project:/project n24q02m/better-godot-mcpThe image is published for amd64 and arm64. Mount your project directory so the server can read and write scene, script, and resource files.
Documentation
Full setup guide at mcp.n24q02m.com/servers/better-godot-mcp/setup/ -- install steps for Claude Code, Codex, Gemini CLI, Cursor, Windsurf, and mcp.json.
Install with AI agent -- paste this to your AI coding agent:
Install MCP server
better-godot-mcpfollowing the steps at
https://raw.githubusercontent.com/n24q02m/claude-plugins/main/plugins/better-godot-mcp/setup-with-agent.md
Tools
| Tool | Actions | Description |
|:-----|:--------|:------------|
| project | info, version, run, stop, settings_get, settings_set, export | Project metadata, run/stop, and settings |
| scenes | create, list, info, delete, duplicate, set_main | Scene file management |
| nodes | add, remove, rename, list, set_property, get_property | Scene tree node manipulation |
| scripts | create, read, write, attach, list, delete | GDScript file CRUD |
| editor | launch, status | Launch Godot editor and check status |
| config | status, set, detect_godot, check | Server configuration and environment detection |
| resources | list, info, delete, import_config | Resource file management |
| input_map | list, add_action, remove_action, add_event | Input action and event mapping |
| signals | list, connect, disconnect | Signal connections |
| animation | create_player, add_animation, add_track, add_keyframe, list | Animation players and tracks |
| tilemap | create_tileset, add_source, set_tile, paint, list | TileMap and TileSet management |
| shader | create, read, write, get_params, list | Shader file CRUD with Godot 4 syntax |
| physics | layers, collision_setup, body_config, set_layer_name | Collision layers and physics bodies |
| audio | list_buses, add_bus, add_effect, create_stream | Audio bus and effect management |
| navigation | create_region, add_agent, add_obstacle | Navigation regions, agents, and obstacles |
| ui | create_control, set_theme, layout, list_controls | UI control creation and theming |
| help | - | Get full documentation for any tool |
Comparison
How better-godot-mcp stacks up against direct competitors in each pillar:
| Capability | better-godot-mcp | Coding-Solo/godot-mcp | bradypp/godot-mcp | tugcantopaloglu/godot-mcp |
|---|---|---|---|---|
| Scene file management | Yes (scenes: create/list/info/delete/duplicate/set_main) | Yes (create/save) | Yes (create/save) | Yes (create/read/modify) |
| Node tree manipulation | Yes (nodes: add/remove/rename/list/get+set_property) | Partial (add only) | Yes (add/edit/remove) | Yes (add/remove/reparent) |
| GDScript file CRUD | Yes (scripts: create/read/write/attach/list/delete) | No | No | Partial (create from template + runtime eval) |
| Shader file CRUD | Yes (shader: create/read/write/get_params/list) | No | No | Partial (create/read .gdshader) |
| Animation authoring | Yes (animation: player/track/keyframe) | No | No | Yes (player/tween/state machine) |
| TileMap / TileSet | Yes (tilemap: tileset/source/set_tile/paint) | No | No | Yes (TileMapLayer cells) |
| Physics layers / bodies | Yes (physics: layers/collision/body_config) | No | No | Yes (collision/joints/raycast) |
| Audio bus management | Yes (audio: buses/effects/streams) | No | No | Yes (buses/routing/effects) |
| Navigation setup | Yes (navigation: region/agent/obstacle) | No | No | Yes (navigation) |
| UI control authoring | Yes (ui: control/theme/layout) | No | Partial (via add node) | Yes (controls/themes/menus) |
| Input map editing | Yes (input_map: action/event) | No | No | Yes (actions/key bindings) |
| Signal connections | Yes (signals: connect/disconnect/list) | No | No | Yes (connect/emit/await) |
| Launch editor / run project | Yes (editor, project run/stop) | Yes | Yes | Yes |
| Works without running editor | Yes (text-based .tscn parsing) | Yes (headless GDScript bridge) | Yes (headless GDScript bridge) | Partial (CLI headless or live TCP socket) |
| No credentials stored (TC-Local) | Yes | Yes | Yes | Yes |
| stdio + HTTP transports | Yes (stdio default + --http) | No (stdio only) | No (stdio only) | No (stdio only) |
| Docker image (amd64 + arm64) | Yes | No | No | No |
| Token-tiered tool descriptions | Yes (compact + on-demand help) | No | No | No |
Configuration
The Godot binary is auto-detected from common install locations and PATH. No environment variables are required for basic usage. Optionally set GODOT_PROJECT_PATH and GODOT_PATH to override the defaults.
| Variable | Required | Default | Description |
|:---------|:---------|:--------|:------------|
| GODOT_PROJECT_PATH | No | - | Default project path (tools also accept a project_path param) |
| GODOT_PATH | No | Auto-detected | Path to the Godot binary |
HTTP transport
The server runs over stdio by default. To serve over Streamable HTTP instead, pass --http or set MCP_TRANSPORT=http (TRANSPORT_MODE=http is also accepted). HTTP mode exposes an unauthenticated /mcp endpoint -- there are no credentials to protect, so it is meant for trusted local or self-hosted use.
| Variable | Required | Default | Description |
|:---------|:---------|:--------|:------------|
| MCP_TRANSPORT | No | stdio | Set to http for Streamable HTTP transport |
| PORT | No | 0 (auto-assign) | HTTP port (HTTP mode only) |
| HOST | No | Server default | HTTP host (HTTP mode only) |
Limitations
- Requires Godot 4.x project structure
- Scene files (
.tscn) are parsed/modified via text manipulation, not Godot's internal API run/stop/exportactions require Godot binary to be installed- Docker mode has limited filesystem access (mount your project directory)
Security
- Binary detection -- Multi-path Godot detection (env, PATH, common locations)
- Project validation -- Verifies project.godot exists before operations
- Cross-platform -- Windows, macOS, Linux path handling
Build from source
git clone https://github.com/n24q02m/better-godot-mcp.git
cd better-godot-mcp
bun install
bun run dev # stdio mode (default)
bun run dev:http # Streamable HTTP modeTrust model
This plugin implements TC-Local (no auth required -- no credentials stored). See the trust model reference for full classification.
| Mode | Storage | Encryption | Who can read your data? | |---|---|---|---| | stdio (default) | N/A (no credentials) | N/A | N/A | | HTTP self-host | N/A (no credentials) | N/A | N/A |
License
MIT -- See LICENSE.
