add_node
Add a node to an existing scene
Run a Godot project, read the errors it prints, and build out scenes and nodes without switching to the editor.
LABSCO SUMMARY
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.
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
USE CASES
Run just the scene that misbehaves, read the debug output while it runs, and stop it once you have the error. The loop stays in one place.
Create the scene with its root type, add the nodes under their parents with the properties they need, load the sprite, and save.
List the projects in the directory, read the metadata of the one you care about, and check the Godot version installed against what it expects.
Read the UID for the file in question and resave the project's resources so the references point where they should — the Godot 4.4 and later path.
Name the mesh items and export the scene as a MeshLibrary resource to the output path, which is the step a GridMap workflow keeps needing.
Counted once with only startup setup. Other versions, modes or optional credentials may expose a different list.
add_nodeAdd a node to an existing scene
create_sceneCreate a new Godot scene file
export_mesh_libraryExport a scene as a MeshLibrary resource
get_debug_outputGet the current debug output and errors
get_godot_versionGet the installed Godot version
get_project_infoRetrieve metadata about a Godot project
get_uidGet the UID for a specific file in a Godot project (for Godot 4.4+)
launch_editorLaunch Godot editor for a specific project
list_projectsList Godot projects in a directory
load_spriteLoad a sprite into a Sprite2D node
run_projectRun the Godot project and capture output
save_sceneSave changes to a scene file
stop_projectStop the currently running Godot project
update_project_uidsUpdate UID references in a Godot project by resaving resources (for Godot 4.4+)
BEFORE YOU INSTALL
14 tools when we connected.
CONTEXT COST
Rated by the size of the 14 tool definitions that ride along on every turn, not by how many there are
INSTALLATION
Add the block to your client, or run the command directly.
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"@coding-solo/godot-mcp"
],
"env": {
"DEBUG": "true"
},
"disabled": false,
"autoApprove": [
"launch_editor",
"run_project",
"get_debug_output",
"stop_project",
"get_godot_version",
"list_projects",
"get_project_info",
"create_scene",
"add_node",
"load_sprite",
"export_mesh_library",
"save_scene",
"get_uid",
"update_project_uids"
]
}
}
}npx @coding-solo/godot-mcp