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Godot MCP Server: Setup in Claude Code and Cursor, and What It Can Change (Nov 2026)

Godot has no official MCP server. The one most people mean by "Godot MCP" is the community Coding-Solo/godot-mcp. It lets Claude or Cursor open the Godot editor, run your game, read its errors and edit scenes. Build it from source rather than with npx: the npm release still has a script-loading flaw that was fixed only on GitHub. TrustedMCP grades it D.

What the Godot MCP server does

godot-mcp is an MIT-licensed TypeScript server by GitHub user Coding-Solo. It runs on your machine over stdio and drives the Godot executable you already have installed. When we checked on 2026-11-01 it had about 6,400 GitHub stars and 48,751 npm downloads in October 2026. The next most downloaded Godot server had 3,267.

Its README lists 14 tools:

Area Tool What it does
Editor and game launch_editor Opens the Godot editor on a project
Editor and game run_project Runs the project in debug mode
Editor and game get_debug_output Returns the running game's console output and errors
Editor and game stop_project Stops the running game
Read get_godot_version Reports the installed Godot version
Read list_projects Finds Godot projects in a folder you name
Read get_project_info Describes a project's structure
Scenes (writes) create_scene Creates a scene with a root node type
Scenes (writes) add_node Adds a node with properties to an existing scene
Scenes (writes) load_sprite Loads a texture into a Sprite2D node
Scenes (writes) export_mesh_library Exports a 3D scene as a MeshLibrary for GridMap
Scenes (writes) save_scene Saves a scene, or a copy under a new path
UIDs get_uid Reads the UID of a file (Godot 4.4+)
UIDs (writes) update_project_uids Resaves resources to refresh UID references (Godot 4.4+)

The point of the server is the feedback loop. The agent writes or changes code, runs the game, reads the errors and tries again, without you copying console output back and forth.

It does not write GDScript files itself. Your agent still edits .gd files with its own file tools, and godot-mcp runs and checks the result.

Why this server and not the others?

The official MCP Registry had 22 Godot servers on 2026-11-01, all community projects. We listed Coding-Solo's because it is the one people search for and install, by a wide margin. That doesn't make it the safest:

  • satelliteoflove/godot-mcp (npm @satelliteoflove/godot-mcp, 2,060 downloads in October) works through an editor addon on a WebSocket bound to 127.0.0.1:6550. It has a --read-only flag and was still being updated in October 2026. It needs Godot 4.5+. Its godot_exec tool runs any GDScript inside the running game, so deny that one.
  • tomyud1/godot-mcp (npm godot-mcp-server, 3,267 downloads) also uses an editor plugin, on WebSocket port 6505, plus a browser visualizer on port 6510. It has 69 tools, including file writes, moves and deletes. Needs Godot 4.4+.

We haven't graded those two. If you want an editor-plugin server with live scene editing, read their source the same way before you install one.

Requirements

  • Godot installed. The README gives no minimum version. The UID tools need Godot 4.4 or later, and the bundled script uses Godot 4 APIs, so plan on Godot 4.
  • Node.js 18 or newer, and npm.
  • A project folder that contains a project.godot file.

The server looks for Godot in the usual install places: godot on your PATH, /Applications/Godot.app on macOS, C:\Program Files\Godot\Godot.exe on Windows, /usr/bin/godot or /snap/bin/godot on Linux, and a few more. If yours lives somewhere else (Steam, a downloaded zip, a .NET build), set GODOT_PATH to the full path of the executable.

Godot MCP setup in Claude Code, Claude Desktop and Cursor

Build it from source first. These are the README's "Building from Source" steps:

git clone https://github.com/Coding-Solo/godot-mcp.git
cd godot-mcp
npm install
npm run build

The README then says to "point your MCP client to build/index.js instead of using npx". Why we skip the README's npx @coding-solo/godot-mcp quick start is explained below.

Claude Code. Use the absolute path to your clone:

claude mcp add godot -e GODOT_PATH=/path/to/godot -- node /path/to/godot-mcp/build/index.js

Leave out -e GODOT_PATH=... if Godot is in a standard location. Run claude mcp list to check it connects. Scopes and other options are in our Claude Code MCP setup guide.

Claude Desktop. The README has no Claude Desktop section. Its "Other MCP clients" config works in claude_desktop_config.json (macOS ~/Library/Application Support/Claude/, Windows %APPDATA%\Claude\) with the npx line swapped for your build:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/path/to/godot-mcp/build/index.js"],
      "env": { "GODOT_PATH": "/path/to/godot" }
    }
  }
}

Restart Claude Desktop after editing. On Windows, write the paths with double backslashes or forward slashes.

Cursor. Put the same JSON in .cursor/mcp.json in your project, or in ~/.cursor/mcp.json for every project. The README notes you may need to press refresh on the server card before the tools show up.

Debug logging. DEBUG=true in env turns on detailed server logs. Use it when a tool fails, then turn it off.

Don't copy the Cline example as is. The README's Cline config puts all 14 tools in autoApprove, including run_project and every scene write. That means no prompt before anything runs.

What it can change in your project

Read from the source, not just the README:

  • It runs your game. run_project starts Godot in debug mode on the project path the agent passes. Every script in that project runs with your user account's rights, the same as pressing F5. If the project contains code you didn't write, from an asset or a downloaded sample, that runs too.
  • It runs Godot, not a shell. Since version 0.1.1 the server starts Godot with Node's execFile and spawn, which don't go through a shell. Earlier versions passed projectPath to a shell, which was CVE-2026-25546.
  • It writes scene and resource files. create_scene, add_node, load_sprite and save_scene save .tscn files. export_mesh_library writes a MeshLibrary. update_project_uids resaves every .tscn in the project and creates missing .uid files. The changes go straight to disk, so git is your undo.
  • The write scope is the project folder you name. The server rejects paths containing .. and joins scene paths onto the project path. But the project path itself can be any folder on your disk that holds a project.godot.
  • No network port. The only transport is stdio. Nothing listens on a port, unlike the editor-plugin servers above.
  • No permission layer. There is no authentication, no read-only mode, and no tool annotations marking which tools write. Your client's approval prompts are the only gate.

How to limit what it can do

  1. Commit before every session. git add -A && git commit (or a branch) before you let an agent at the project. If a scene comes out wrong, you diff and revert. This matters more because UID resaves touch many files at once.
  2. Build from main, and pin it. Note the commit you built from, and only pull new commits after reading them.
  3. Use Claude Code permission rules. Tool names follow mcp__<server>__<tool>, so with the server named godot:
{
  "permissions": {
    "allow": [
      "mcp__godot__get_godot_version",
      "mcp__godot__list_projects",
      "mcp__godot__get_project_info",
      "mcp__godot__get_debug_output",
      "mcp__godot__get_uid",
      "mcp__godot__stop_project"
    ],
    "ask": [
      "mcp__godot__run_project",
      "mcp__godot__launch_editor",
      "mcp__godot__create_scene",
      "mcp__godot__add_node",
      "mcp__godot__load_sprite",
      "mcp__godot__save_scene",
      "mcp__godot__export_mesh_library"
    ],
    "deny": ["mcp__godot__update_project_uids"]
  }
}

Put it in the project's .claude/settings.json. Reads run freely, anything that runs code or writes a scene asks first, and the project-wide resave is blocked until you want it. Move run_project to allow only for a project where you wrote or reviewed every script. 4. Keep untrusted projects away from it. Don't point it at a downloaded project or asset pack you haven't read. Game output and file contents go back into the agent's context and can carry injected instructions. Our guide to MCP server security risks covers that pattern. 5. Stop the game when you're done. stop_project ends a game that run_project started.

Why the Godot MCP server grades D

Scored against our rubric:

  • Authentication, 0 of 30. The server has no authentication or permission setting of its own. That is normal for a local stdio tool, but it means every tool is live as soon as your client starts it.
  • Maintenance, 0 of 25. The last commit was on 16 April 2026, 199 days before this check. There are no GitHub releases, one npm version, and 75 open issues and pull requests. One person does almost all the work (52 of about 60 commits).
  • Known CVEs, 8 of 25. CVE-2026-25546 (command injection through projectPath, high) was reported on 2026-01-19 and fixed in 0.1.1 on 2026-02-03, inside 30 days. The problem is a second flaw. Issue #95, reported on 2026-04-10, showed that add_node and create_scene would load a script by path (such as res://evil.gd) and run its _init(), so a prompt injection could run code through a tool that looks like it only adds a node. The fix was merged to main on 2026-04-16, but no npm release followed. We checked: the published 0.1.1 still has the old script loader and no class-name check. It has no GitHub advisory either. Building from source is the mitigation, which is the 8-point band.
  • Transport, 6 of 20. stdio only, with no shell, but the server's whole job is to start the Godot executable and run project code with paths the model chooses.

Overall: grade D. The single biggest problem is maintenance: there has been no commit since April, and the package the README tells you to run is missing a security fix. More detail is on the Godot MCP listing.

A D here doesn't mean "don't use it". It means: build from source, commit first, and keep the run and write tools behind a prompt.

Frequently asked questions

Is there an official Godot MCP server?

No. When we checked on 2026-11-01, neither the Godot Foundation nor the Godot engine project had released one, and all 22 Godot servers in the official MCP Registry were community projects.

What is the best Godot MCP server?

The most used is Coding-Solo/godot-mcp: run, debug and scene tools, no network port, but stale and only safe when built from source. If you want live editor control and a read-only switch, satelliteoflove/godot-mcp is the one to evaluate next. We have graded only Coding-Solo's so far.

Does the Godot MCP server work with Claude Code?

Yes. Claude Code is the README's main setup: claude mcp add godot -- npx @coding-solo/godot-mcp. We recommend the from-source version instead: claude mcp add godot -- node /path/to/godot-mcp/build/index.js.

Which Godot version do I need?

The README sets no minimum. The UID tools need Godot 4.4 or later, and the server's bundled script is written for Godot 4. Godot 3 projects aren't a good fit.

Can the Godot MCP server write GDScript?

Not directly. It creates and edits scenes and resources. Your agent writes .gd files with its own file tools, then uses run_project and get_debug_output to test them.

Why does it say Godot was not found?

The server checks your PATH and the standard install folders. If you installed Godot through Steam, from a zip or as the .NET build, set GODOT_PATH to the full path of the executable and restart your client.

Is godot-mcp safe to use?

On a project you trust, built from source, with your client's approval prompts on, the risk is low and close to running the game yourself. The real risks are the unpatched npm package, auto-approving every tool, and pointing it at a project with code you haven't read.