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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.

  • 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 .tscn scenes, 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.

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.

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.