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zeegzoog/godot-mcp
High-performance Model Context Protocol (MCP) server for the Godot Game Engine
View on GitHub ↗Link checked 2026-11-12 · HTTP 200 · opens the vendor's own site
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- 0 ★ · zeegzoog/godot-mcp · read from the GitHub search API · (checked 2026-11-13 20:00:50)
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- read directly from its GitHub page · type: open-source project
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- first seen 2026-10-28 · last seen 2026-11-14 · seen 19× · listed by 1 sources
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zeegzoog/godot-mcp;first catalogued 2026-10-28;last seen 2026-11-14。There is no official certification or quality rating here — we record sources and dates only.# Godot MCP Server
以下摘录自该仓库的 README(片段) · 在 GitHub 读完整 README →
A fast, cross-platform Model Context Protocol (MCP) server, written in Rust, that lets AI assistants inspect and edit a live Godot 4 editor.
One native binary for Windows, Linux, and macOS (Intel and Apple Silicon). No Node.js or Python.
Live editor bridge. A small GDScript plugin exposes the open scenes over a local WebSocket (loopback only, token-protected). Node edits go through EditorUndoRedoManager, so anything the AI changes can be undone with Ctrl+Z.
Headless fallback. Without a running editor, the server calls the Godot binary directly to report the engine version, validate scripts, launch the editor, run the project as a managed game and ask Godot's language server about scripts. It writes scripts, scenes, resources and project settings as files.
## Installation
Requirements: Godot 4.5 or newer, the godot-mcp files made for your Godot version, and an MCP client such as Claude Code, Claude Desktop, Cursor, VS Code, or Antigravity. No Rust toolchain needed.
### Pick the files for your Godot version
Each godot-mcp release holds the files for every supported Godot minor version. Download the files whose names end in -godotM.N, where M.N is your Godot version (for example -godot4.6).
| Your Godot | Branch | Files to download |
| 4.8 (pre-release) | master | none; build from source |
| 4.7.x | godot-v4.7 | the files ending in -godot4.7 |
| 4.6.x | godot-v4.6 | the files ending in -godot4.6 |
| 4.5.x | godot-v4.5 | the files ending in -godot4.5 |
Release 0.4.0 and older are one build for Godot 4.5 and newer, with file names that have no -godotM.N suffix.
### Option A: let your AI assistant install it
Open your Godot project in the assistant and paste:
text
Install the Godot MCP server (https://github.com/zeegzoog/godot-mcp) for this Godot project. Use the GitHub release, not a local clone of that repository.
1. Detect the OS and CPU architecture (Windows, Linux, or macOS; x8664 or arm64).
2. Ask me for the full path to my Godot executable. Never guess it: Windows builds are portable, version-named files (e.g. Godotv4.5-stablewin64.exe) stored wherever I put them. Run --version to confirm it works, and note its major.minor version (4.6.3.stable.official → 4.6).
3. Take the files for that Godot version from the latest release: gh release view --repo zeegzoog/godot-mcp --json tagName,assets lists them; use the assets whose names end in -godot (with a tag like v0.5.1). If the latest release has no such files, tell me and do not take the files of another Godot version. Download the server archive for this platform and the addon archive, e.g.:
gh release download --repo zeegzoog/godot-mcp --pattern "godot-mcp- -godot "
gh release download --repo zeegzoog/godot-mcp --pattern "godot-mcp-addon-godot "
Extract the server to a permanent folder outside the project: %LOCALAPPDATA%\godot-mcp\ (Windows), ~/.local/share/godot-mcp/ (Linux), ~/Library/Application Support/godot-mcp/ (macOS).
4. Copy addons/godotmcp from the addon archive into /addons/godotmcp and enable it in project.godot:
[editorplugins]
enabled=PackedStringArray("res://addons/godotmcp/plugin.cfg")
5. Register the server as "godot" in my MCP client config, with the binary from step 3 as the command and GODOTPATH from step 2 in env. If the config is a project-scoped .mcp.json in a shared repository, do not commit real paths: write a .mcp.json.example with placeholders and add .mcp.json to .gitignore.
One native binary for Windows, Linux, and macOS (Intel and Apple Silicon). No Node.js or Python.
Live editor bridge. A small GDScript plugin exposes the open scenes over a local WebSocket (loopback only, token-protected). Node edits go through EditorUndoRedoManager, so anything the AI changes can be undone with Ctrl+Z.
Headless fallback. Without a running editor, the server calls the Godot binary directly to report the engine version, validate scripts, launch the editor, run the project as a managed game and ask Godot's language server about scripts. It writes scripts, scenes, resources and project settings as files.
## Installation
Requirements: Godot 4.5 or newer, the godot-mcp files made for your Godot version, and an MCP client such as Claude Code, Claude Desktop, Cursor, VS Code, or Antigravity. No Rust toolchain needed.
### Pick the files for your Godot version
Each godot-mcp release holds the files for every supported Godot minor version. Download the files whose names end in -godotM.N, where M.N is your Godot version (for example -godot4.6).
| Your Godot | Branch | Files to download |
| 4.8 (pre-release) | master | none; build from source |
| 4.7.x | godot-v4.7 | the files ending in -godot4.7 |
| 4.6.x | godot-v4.6 | the files ending in -godot4.6 |
| 4.5.x | godot-v4.5 | the files ending in -godot4.5 |
Release 0.4.0 and older are one build for Godot 4.5 and newer, with file names that have no -godotM.N suffix.
### Option A: let your AI assistant install it
Open your Godot project in the assistant and paste:
text
Install the Godot MCP server (https://github.com/zeegzoog/godot-mcp) for this Godot project. Use the GitHub release, not a local clone of that repository.
1. Detect the OS and CPU architecture (Windows, Linux, or macOS; x8664 or arm64).
2. Ask me for the full path to my Godot executable. Never guess it: Windows builds are portable, version-named files (e.g. Godotv4.5-stablewin64.exe) stored wherever I put them. Run --version to confirm it works, and note its major.minor version (4.6.3.stable.official → 4.6).
3. Take the files for that Godot version from the latest release: gh release view --repo zeegzoog/godot-mcp --json tagName,assets lists them; use the assets whose names end in -godot (with a tag like v0.5.1). If the latest release has no such files, tell me and do not take the files of another Godot version. Download the server archive for this platform and the addon archive, e.g.:
gh release download --repo zeegzoog/godot-mcp --pattern "godot-mcp- -godot "
gh release download --repo zeegzoog/godot-mcp --pattern "godot-mcp-addon-godot "
Extract the server to a permanent folder outside the project: %LOCALAPPDATA%\godot-mcp\ (Windows), ~/.local/share/godot-mcp/ (Linux), ~/Library/Application Support/godot-mcp/ (macOS).
4. Copy addons/godotmcp from the addon archive into /addons/godotmcp and enable it in project.godot:
[editorplugins]
enabled=PackedStringArray("res://addons/godotmcp/plugin.cfg")
5. Register the server as "godot" in my MCP client config, with the binary from step 3 as the command and GODOTPATH from step 2 in env. If the config is a project-scoped .mcp.json in a shared repository, do not commit real paths: write a .mcp.json.example with placeholders and add .mcp.json to .gitignore.
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