Labsco
MCP SERVER

Godot MCP

by Coding-Solo

Run a Godot project, read the errors it prints, and build out scenes and nodes without switching to the editor.

3D, CAD & Game EnginesOfficial source
Summary
The run, read-the-error, fix loop closes without alt-tabbing.

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.

What it is

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.

What you get
  • 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
Requirements

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.

Setup effort

One command — npx @coding-solo/godot-mcp