
Godot Mcp
io.github.sandraschiPublished by GitHub account sandraschiv0.5.0-beta.1Updated Nov 3, 2026
Godot MCP server - Godot 4.x engine control via TCP bridge, STL/GLB/OBJ import, GPU particles, an...
Overview
MCP server that lets an assistant drive the Godot 4 game engine: build scenes, import 3D assets, playtest deterministically and export games.
- What you can do
- Build games from a prompt: design a game plan, generate and validate GDScript, generate tests and dialogue, then export
- Control the running engine through a TCP bridge: import STL/GLB/OBJ and Gaussian splat files, manage scene nodes, cameras, lighting, particles and animation
- Playtest deterministically: freeze the clock, inject input, step frames until a condition, and read live game state as JSON
- Edit animation keyframes and TileMap/GridMap cells, generate procedural textures, profile performance and validate meshes
- Publish builds to itch.io and Steam
- When to use it
- Useful when you want an assistant to work inside an existing Godot 4 project — generating and validating GDScript, assembling scenes, running repeatable playtests, or preparing an HTML5 export — rather than editing files by hand.
- Requirements
- Runs locally as a stdio process, desktop only. Needs Godot 4.4+ for the engine bridge tools, Python 3.13+ with uv, and Bun. Ollama with a pulled model is optional for the game builder, as are a Marble world service and the Godot bridge port for scene import.
Installation
In SourceWeft
- Open Godot Mcp in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.
Other MCP clients
Follow the launch instructions in the repository.
README
Godot MCP
[Just] [Python] [FastMCP] [Release Tier]
AI-driven Godot 4 control via MCP — scene manipulation, 3D import, GPU particles, procedural textures, HTML5 export. Deterministic playtesting: freeze the game clock, inject analog/joypad/mouse input, step frame-by-step until a condition is met, read live game state as structured JSON. Game Builder: describe a game in natural language and get playable GDScript + export. Publish to itch.io and Steam. 95+ tools, 77 tests, NSIS desktop installer.
Quick Install
See INSTALL.md for all options (MCPB, dev setup, naked PC).
Start Here: Game Builder (prompt to playable game)
New here? This is the showpiece. Describe a game in one sentence and get back a structured GamePlan (worlds, scenes, scripts, mechanics), Marble 3D worlds, a composed Godot 4.4 scene, validated GDScript, and an HTML5 export ready for itch.io. Precursor to our standalone gamecraft repo.
- Open the dashboard: Game Builder page (
/game-builder) — 6-step pipeline viz (Design, Worlds, Compose, Logic, Export, Ship). - Walkthrough: Game Builder Tutorial — prompt to game, end to end.
- Help tab in the webapp (
/help— Game Builder section) lists every tool with copy-paste examples. - Needs Ollama for LLM planning (
ollama pull gemma4:12b), worldlabs-mcp:10865for Marble worlds (optional), Godot bridge:9080for scene import.
Next generation: gamecraft is our new champion game builder and depot. It takes a sentence, validates the plan, compiles a real Godot 4 project folder, boots Godot headless, and verifies the game can actually be finished. godot-mcp Game Builder is the in-dashboard precursor; gamecraft is where new builder work lands.
Features
- Game Builder —
design_game->generate_game_logic->generate_game_tests->generate_dialogue-> export. Validated with gdlint + godot --check-only, auto-repaired by LLM. Tutorial - Procedural textures —
godot_generate_procedural_texture: gradient, noise, checker, solid. No external assets needed. - Deterministic playtesting — freeze game clock, step frame-by-step, step-until GDScript condition, analog/joypad/mouse/text input injection. Three-phase implementation inspired by satelliteoflove/godot-mcp.
- Structured game state —
godot_state_digestreads live node state as JSON via_mcp_state()convention or auto-collected properties. Cheaper than full scene tree dump. - Engine control — 30 bridge tools: import STL/GLB/OBJ, particles, cameras, lighting, animation, viewport capture, input simulation, scene node management.
- Animation keyframe editor — query tracks down to individual keyframes, insert/remove keys, set interpolation.
- TileMap/GridMap editing — read and write cell data directly (bypasses base64
.tscnserialization). - Performance profiler — 14 engine metrics with auto-sampling and spike detection (>2 stddev).
- Mesh validation — scan for NaN vertices, degenerate triangles, zero normals.
- 3D Gaussian Splat import — import
.plyand.spzfiles with a custom billboarded Gaussian shader (per-splat scale, SH DC color). - Publishing —
itch_opsandsteam_opsportmanteaus for itch.io Butler and SteamPipe. Cross-repo fleet pipeline. - GDScript validation — two-pass (gdlint style + godot compile) with LLM repair.
- Plugin ecosystem — 7 community plugins installable from the
/pluginspage. - LLM detection — auto GPU probe, model recommendation by VRAM tier. Default
gemma4:12b. - Sample game — Vibecoder Runner with 10 AI-themed enemy types.
What You Can Do
Documentation
Requirements
- Godot 4.4+ (for engine bridge tools) —
just install-godotor godotengine.org - Python 3.13+ + uv —
winget install astral-sh.uv - Bun —
winget install oven-sh.bun - Ollama (optional, for game builder) —
winget install Ollama.Ollamathenollama pull gemma4:12b - Rust (optional, for NSIS build) —
rustup.rs
License
MIT — see LICENSE.
Source: README.md at commit 3675327
Tools
0Version history
1- v0.5.0-beta.1LatestSep 16, 2026
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