Overview
Better Godot MCP – Overview
Section titled “Better Godot MCP – Overview”Godot Engine automation for AI-assisted game development. Drive scenes, nodes, scripts, and a dozen more engine subsystems from an AI agent – no credentials, just a local Godot install.
What it does
Section titled “What it does”- Project and editor: read project metadata and engine version, run a scene and capture its output, export, and launch or check the editor.
- Scene authoring: create and edit
.tscnscenes, add/remove/configure nodes, and write GDScript. - Subsystems: resources, input map, signals, animation, tilemap, shaders, physics, audio, navigation, and Control-node UI.
- All tools that return project file content are wrapped in an XPIA safety marker to defend against injection via a poisoned project’s files.
Fourteen content-bearing composite tools (project, scenes, nodes, scripts, resources, input_map, signals, animation, tilemap, shader, physics, audio, navigation, ui), each driven by an action parameter, plus editor (launch/status), the universal config, and help. Every action and parameter is listed in the tools reference.
Clients
Section titled “Clients”Defaults to stdio – it spawns a local Godot process and needs no hosted credential relay or OAuth. Docker :http builds exist for advanced self-host, but there is no hosted remote-relay mode. Works with any stdio MCP client – Claude Code, Codex, Gemini CLI, Cursor, and Windsurf. See the modes overview.
Configuration
Section titled “Configuration”No credentials. Point the server at your engine and project with the GODOT_PATH and GODOT_PROJECT_PATH environment variables; the config tool’s detect_godot action can locate an installed engine for you. Full walkthrough in setup.
Next steps
Section titled “Next steps”- Setup – install and configure
- Tools reference – every action and parameter
- Troubleshooting