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Godot MCP

Agent-driven Godot playtesting: editor control, input injection, game-time stepping, live state.

Connector by satelliteoflove · GitHub account verified by the MCP Registry

IndexedMITLocal (stdio)★ 180
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About

Agent-driven Godot playtesting: editor control, input injection, game-time stepping, live state.

Use cases: testing, debugging

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

Permissions

What this server can do and what it asks for, from its tool list and install config. Checked Oct 25, 2026.

Tools
12 read · 4 write · 5 delete
Secrets
None asked for
Install scripts
Not scanned yet
Runs as
Node.js package

Tools by what they do 21

Read from the source code; the running server may list different tools.

Read 12 · Look things up without changing anything.

  • godot_animation_read
  • godot_docs
  • godot_editor_read
  • godot_gridmap_read
  • godot_node_read
  • godot_profiler
  • godot_project
  • godot_resource
  • godot_runtime_state
  • godot_scene3d
  • godot_tilemap_read
  • godot_validate_meshes

Write 4 · Create, change, send or run things.

  • godot_editor_edit
  • godot_game_time
  • godot_input
  • godot_node_edit

Delete 5 · Delete, drop, revoke or wipe things.

  • godot_animation_edit
  • godot_exec
  • godot_gridmap_edit
  • godot_scene
  • godot_tilemap_edit

Secrets and settings it asks for

Other settings (environment variables or headers).

  • GODOT_HOST
  • GODOT_MCP_READ_ONLY

Tools (21)

Read from the source code; the running server may differ. Descriptions are the server’s own words; hidden characters are shown as [U+…].

  • godot_animation_editAnimation (edit)can change or delete data

    Create and modify animations on an AnimationPlayer and preview them in the editor: create, delete, or update animations, add and remove tracks and keyframes, backfill RESET keys for existing tracks (create_reset_keys), and play, stop, or seek the editor's preview (playback controls the editor, not the running game). Pair each change with an immediate play or seek to check the result; this is the only way to verify animation feel without running the whole game. To inspect animation data without changing it, use godot_animation_read.

  • godot_animation_readAnimation (read)read-only

    Inspect animation data on AnimationPlayer nodes in the editor: list players in the scene, read a player's state and libraries, get an animation's tracks and properties, and read a track's keyframes. Reach for it to verify what the editor actually loaded, including after editing animation resources by hand. It changes and previews nothing; use godot_animation_edit to create, modify, or play animations.

  • godot_docsGodot Docsread-only

    Fetch Godot Engine documentation. Use fetch_class for class references (e.g. CharacterBody2D), fetch_page for tutorials/guides. Auto-detects Godot version from editor connection. Returns clean markdown.

  • godot_editor_editEditor Control (edit)

    Drive the editor: select a node, run or stop the project, restart the editor, rescan the filesystem to import assets written outside the editor, and center/zoom the 2D viewport. Use run with frozen=true as the deterministic-playtest entry point (game time holds at frame 0 until godot_game_time steps or thaws it). To test edited gameplay scripts just stop then run — the launched game loads .gd/.tscn fresh from disk; reserve restart for EDITOR-side staleness (edited @tool/addon code, a stale project.godot, or a cached .gdshader). For observation only (state, selection, logs, screenshots) use god…

  • godot_editor_readEditor Control (read)read-only

    Observe the editor and running game: get editor state (open scene, play state, camera, viewport), read the current node selection, pull editor log messages (with an incremental cursor) and stack traces, and capture lossless PNG screenshots of the running game or an editor viewport. Reach for it to check what the editor sees before and after a change; screenshot_game needs a running game, while every other action works in the bare editor. It changes nothing - to select nodes, run/stop/restart, or move the 2D viewport use godot_editor_edit; errors from the running game (not the editor process) c…

  • godot_execGame Script Executioncan change or delete data

    Execute GDScript inside the RUNNING game process — the scenario-setup primitive: grant weapons, skip waves, spawn entities, arm persistent test bots, without baking debug hooks into game code. Errors when no game is running. For launch-time setup, compose: godot_editor_edit run frozen=true -> godot_exec run (mutate state, attach bots under `holder`) -> godot_game_time thaw. A static denylist rejects accidental process/file-write escape (OS.execute, DirAccess, write-mode FileAccess, ResourceSaver, ProjectSettings.save, ...) and names the offending token — an accident guard, NOT a security bound…

  • godot_game_timeGame Time Control

    Make game time answer to your clock instead of racing ahead between tool calls: freeze the running game, observe it at leisure (screenshots and state digests work while frozen), then step forward a bounded slice of game time (step) — or until a condition you specify holds (step_until) — with inputs riding inside the window. The game's own pause menu is layered correctly: freezing over it, stepping under it, and thawing back to it all preserve the game's pause intent.

  • godot_gridmap_editGridMap (edit)can change or delete data

    Modify GridMap cells in the open scene: set a single cell to a MeshLibrary item with an orientation, clear a cell, clear the whole map, or set many cells in one batch. Use it to build or remove 3D grid content; cell data is stored base64-encoded in the .tscn, so editing the file is not an alternative, and set_cells_batch beats repeated set_cell calls for anything beyond a few cells. To inspect the map, its MeshLibrary, or existing cells without changing anything, use godot_gridmap_read.

  • godot_gridmap_readGridMap (read)read-only

    Inspect GridMap data in the open scene: list GridMap nodes, get map and MeshLibrary info, and read used cells, a single cell, or every cell using a given item. Use it whenever you need to know which mesh items occupy which 3D grid cells; cell data is stored base64-encoded in the .tscn, so reading the file is not an alternative. To place or clear cells, use godot_gridmap_edit instead.

  • godot_inputInput Injection

    Inject input into a running Godot game for testing: named actions (with analog strength), joypad buttons, analog axes, stick vectors, raw keyboard keys (with modifier combos), and relative mouse-look. Use get_map to discover available input actions and their bindings, sequence to execute inputs with precise timing (optionally with an effect probe that proves the inputs changed game state), or type_text to type into UI elements. Note: relative mouse-look is supported (look: [dx, dy], for FPS-camera _input handlers); absolute cursor positioning is not (see docs/design/mouse-input-spike.md).

  • godot_node_editNode (edit)

    Modify scene nodes in the editor: update a node's properties, or reparent it (the editor rewrites child paths and signal connections correctly; hand-editing .tscn for a reparent does not). Use it to change existing nodes in the open scene. To inspect properties, the scene tree, or search for nodes, use godot_node_read; to add or remove nodes, or attach scripts and connect signals, edit the .tscn file directly, then verify with godot_node_read's get_scene_tree.

  • godot_node_readNode (read)read-only

    Inspect scene nodes in the editor: read a node's effective properties (including class defaults a .tscn read cannot show), view the full scene tree as the editor sees it (including children inside instanced sub-scenes), and find nodes by name or type. Use it to discover node paths and verify the live state of the open scene before or after making changes. It cannot modify anything; to update properties or reparent a node, use godot_node_edit.

  • godot_profilerProfilerread-only

    Profile a running game; every action errors if no game is playing. Use snapshot for one-shot engine metrics, or start → get_data for a per-frame time series with percentile stats, frame-budget usage, spike detection, and monitor trends. get_active_processes lists scripts with live _process/_physics_process callbacks across the whole tree, tagged scene/autoload/exec (useful for finding per-frame cost sources); get_signal_connections maps signal wiring, including an autoload's outgoing connections. get_data's per-frame detail is a ring of the last 300 frames; its run block covers the whole profi…

  • godot_projectProject Inforead-only

    Read project-level data from the editor: name, path, Godot version, and main scene (get_info), plus project settings including input mappings (get_settings). After editing project.godot as a file, use check_stale to detect whether the editor is still running stale autoloads or input map from before the edit; restart via godot_editor_edit to reload. Use addon_status to diagnose addon/server version skew when commands misbehave or the connection drops; it also reports whether the running server build is stale relative to its source checkout. For scene contents or node properties, use godot_node_…

  • godot_resourceResource Inspectorread-only

    Inspect a Resource file by path with type-aware structured output (SpriteFrames animations, TileSet, Material, Texture2D, etc.). Use it for imported or binary resources (.res, .scn, compressed textures) that a plain file read cannot parse, or when you want sub-resources resolved into the engine's view rather than raw .tres text. For nodes inside a scene, use godot_node_read instead.

Show 6 more tools
  • godot_runtime_stateRuntime Stateread-only

    Observe live game state as structured data. Use digest for a one-shot entity snapshot (replaces most godot_editor_read screenshot_game calls). Use watch_start → watch_collect for state-over-time without context blowup. Navigation (NavigationAgent path state, NavigationServer map sync, find-path) is not exposed here; use godot_exec with the recipe in docs/runtime-state-guide.md "Reading navigation state".

  • godot_sceneScenecan change or delete data

    Manage scenes in the editor: open a scene, save the open scene, or reload an open scene from disk after you edit its .tscn directly (so the editor picks up the change without a full restart). To create a new scene, write the .tscn file directly — header [gd_scene format=3] without a uid (the editor assigns one when it imports the file), then one [node name="X" type="Node2D"] block per node — and open it with this tool.

  • godot_scene3d3D Scene Inforead-only

    Read engine-computed 3D spatial data that cannot be derived from .tscn text: global transforms resolved through the parent chain, mesh AABBs (VisualInstance3D, and GridMap folded from its placed cells), combined subtree bounds, and visibility. Use get_spatial_info for one Node3D or a filtered set of its children (by type or world-space region); use get_bounds for the combined AABB of a subtree. Read-only: to change transforms or other properties, use godot_node_edit.

  • godot_tilemap_editTileMapLayer (edit)can change or delete data

    Modify TileMapLayer cells in the open scene: set a single cell, erase a cell, clear a whole layer, or set many cells in one batch. Use it to paint or remove tiles; cell data is stored base64-encoded in the .tscn, so editing the file is not an alternative, and set_cells_batch beats repeated set_cell calls for anything beyond a few tiles. To inspect layers, TileSets, or existing cells without changing anything, use godot_tilemap_read.

  • godot_tilemap_readTileMapLayer (read)read-only

    Inspect TileMapLayer data in the open scene: list layers, get layer and TileSet info, read used cells, a single cell, or a rectangular region, and convert between local positions and map coordinates. Use it whenever you need to know what tiles are placed where; cell data is stored base64-encoded in the .tscn, so reading the file is not an alternative. To place, erase, or clear tiles, use godot_tilemap_edit instead.

  • godot_validate_meshesValidate Meshesread-only

    Check every code-built (ArrayMesh) surface in the RUNNING game for silent data corruption that renders WITHOUT any error. Run this FIRST when rendering looks wrong and no error is reported anywhere: surfaces pure black or far too dark, floors/walls invisible or see-through, geometry visible from only one side, lighting that ignores light-energy changes, scenes that "tuning" cannot fix. Detects: inside-out or mixed triangle winding (Godot front faces wind clockwise — wrong winding = culled faces or inverted lighting normals), dropped triangles / orphaned vertices (e.g. SurfaceTool.append_from o…

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    Forks
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    Open issues
    8
    Contributors
    6
    Last commit
    Sep 16, 2026 (1 month ago)
    Last release
    Aug 27, 2026 (2 months ago)

    From GitHub (fetched Oct 24, 2026).

    Details

    Registry name
    io.github.satelliteoflove/godot-mcp
    Version
    4.1.11
    Auth
    No auth
    License
    MIT
    First seen
    Oct 24, 2026
    Last checked
    Oct 24, 2026

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    Godot MCP. Agent Mart. https://agentmart.dev/connectors/satelliteoflove-godot-mcp (last updated 2026-10-24)