run_project captures what the project prints, get_debug_output reads it while it is running, and stop_project ends it — so an agent acts on the real error text instead of a description of it. Scene construction is covered as far as nodes, sprites and MeshLibrary exports; anything past that is still editor work.
Control over Godot and a project on disk: the editor launched, a project or a single scene run with its output captured, projects listed and inspected, and scenes, nodes and MeshLibrary exports created.
- A project run — all of it, or one scene — with its output and errors captured, and stopped again
- The debug output and errors read while it runs
- Godot projects in a directory listed, recursively if you ask, and any project's metadata read
- Scenes created with a root node type, nodes added with a type, parent path and properties, sprites loaded into a Sprite2D, and the scene saved, optionally to a new path
- A scene exported as a MeshLibrary resource containing the mesh items you name
- UID handling for Godot 4.4 and later: a file's UID read, and a project's UID references updated by resaving its resources
- The installed Godot version reported
Npx on your PATH and Godot installed — the server launches the editor and runs the project through it. Every project call takes the path to the project.
One command — npx @coding-solo/godot-mcp
