Search the Godot Asset Library for "mcp" and you get nineteen entries for Godot 4.7 alone, several with the same name. GitHub has more. None of them come from the Godot project, which closed a proposal to tie LLMs into the engine as not planned. So choosing a Godot MCP server means choosing between community projects that work in very different ways, support different Godot versions, and in a few cases have had serious security bugs.
We checked the leading projects on 14 November 2026 against their repositories, the npm and PyPI registries, the Asset Library API and GitHub's advisory database. We also installed the most used one, Coding-Solo's godot-mcp, and ran it against Godot 4.7.2 on a Mac.
Three ways a Godot MCP server works
| Shape | How it reaches Godot | Editor open? | Examples |
|---|---|---|---|
| Headless | Starts the godot binary with a script for each operation |
No | Coding-Solo/godot-mcp |
| Editor plugin | An addon in your project talks to the server over WebSocket or HTTP | Yes | godot-ai, Godlink, Godot MCP Pro, Godot-MCP-Native |
| Editor plus runtime | Plugin for the editor and an autoload inside the running game | Yes, and the game running for game tools | tugcantopaloglu/godot-mcp, GoPeak |
The headless kind is the simplest: nothing to install in your project, nothing listening on a port. It edits files on disk, so it cannot see what is selected in the editor or what the game looks like while running. The plugin kind can do both, at the cost of an addon in your project and a local port that something else on your machine could also talk to. The runtime kind goes furthest, letting the agent read and change the live game.
The servers worth knowing
| Server | Stars | License | Shape | Tools | Godot | Notes |
|---|---|---|---|---|---|---|
| Coding-Solo/godot-mcp | 6,640 | MIT | Headless | 14 (measured) | 4.x, UID tools 4.4+ | npm 0.1.1; last push April 2026 |
| hi-godot/godot-ai | 3,526 | MIT | Editor plugin | 46 | 4.7+ | Active; four advisories fixed October 2026 |
| yurineko73/Godot-MCP-Native | 874 | MIT | Plugin, server written in GDScript | 155 (README) | Asset Library entry for 4.6 | No Node or Python needed |
| youichi-uda/godot-mcp-pro | 643 | Addon public, server paid | Editor plugin | 187 (README) | 4.4 | One-time purchase |
| tugcantopaloglu/godot-mcp | 512 | MIT | Headless plus runtime | 157 (README) | 4.x | npm package is far behind the repository |
| tomyud1/godot-mcp (Godlink) | 454 | MIT | Editor plugin | 69 (README) | 4.4+ | Binds to localhost; in the Asset Store |
| IvanMurzak/Godot-MCP | 343 | Apache-2.0 | C# addon | not stated | 4.3 to 4.7, .NET build | Cloud relay by default |
| ee0pdt/Godot-MCP | 622 | MIT | Editor plugin | about 20 | not stated | No push since March 2025; see Safety |
Two warnings about this list. First, names collide: "Godot MCP" is the title of several unrelated projects, so check the owner and, in the Asset Library, the asset ID before installing. Second, library versions lag: the Asset Library still offers godot-ai 3.2.5 while the project is on 4.4.1, and the npm package of tugcantopaloglu's fork is 1.0.0 against 3.1.0 on GitHub.
Several repositories that show up in a "godot mcp" search are not Godot MCP servers at all, including a Blender skills collection and a desktop app for game engines; one of them reached 1,072 stars in 31 days with four watchers.
Coding-Solo's server, tested
It needs Godot installed and Node.js 18 or newer. Add it to Claude Code:
claude mcp add godot -- npx @coding-solo/godot-mcp
For other clients, the JSON is the same command:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["@coding-solo/godot-mcp"],
"env": { "GODOT_PATH": "/Applications/Godot.app/Contents/MacOS/Godot" }
}
}
}
GODOT_PATH is only needed if the server cannot find Godot; on our Mac it found /Applications/Godot.app/Contents/MacOS/Godot by itself. Set DEBUG=true for more logging.
Its 14 tools, as tools/list returned them: launch_editor, run_project, get_debug_output, stop_project, get_godot_version, list_projects, get_project_info, create_scene, add_node, load_sprite, export_mesh_library, save_scene, get_uid and update_project_uids.
We made an empty project with only a project.godot file and called the tools one at a time through MCP Inspector:
| Call | Result | Time |
|---|---|---|
get_godot_version |
4.7.2.stable.official.ed1daf0bf |
6 s, first run includes npx download |
create_scene with a Node2D root |
scenes/main.tscn written |
2 s |
add_node of type Sprite2D named Player |
Node added to the scene | 1 s |
get_project_info |
Name, path, Godot version, scene and script counts | 1 s |
add_node to a scene that does not exist |
isError: true with suggestions |
1 s |
The scene file it wrote was valid Godot 4 format, a Node2D called root with a Sprite2D called Player under it. Errors were reported properly as errors, with suggestions such as "Use create_scene to create a new scene first", which helps an agent recover on its own.
One thing to know: successful replies include Godot's own console output and the full argument list. Our create_scene reply was 5,074 bytes, most of it debug text. That is harmless for a few calls and adds up over a long session.
What it cannot do is look at the editor or the running game. run_project starts the game and get_debug_output returns its console, so an agent can run, read errors and fix scripts, but it cannot see what is on screen. If you need that, pick a plugin-based server.
The plugin servers
godot-ai (hi-godot) is the most active. Its addon goes in addons/godot_ai/, from the Asset Store tab or a release zip; enable it under Project Settings, Plugins, then use the Configure button in its dock to write the config for your client. It needs Godot 4.7 or newer and uv. The client connects through godot-ai attach, a local Python server, and an authenticated WebSocket to the editor. It has 46 tools covering scenes, nodes, scripts, running tests, logs and editor screenshots. Do not unzip a new version over the old addon folder; its README says to use the dock's Update button.
Godlink (tomyud1) supports Godot 4.4 and newer. Install it from the Asset Store on 4.7, or the Asset Library (ID 4767) on older versions, enable the plugin, and add npx -y godot-mcp-server to your client. A label in the editor shows "MCP: Agent Active", "No Agent" or "Disconnected". Its 69 tools include running the game, sending input and taking screenshots. Edits are written to disk, so Ctrl+Z in the editor does not undo them; it has its own mcp_undo.
Godot-MCP-Native puts the MCP server itself in GDScript, so there is no Node or Python to install. It serves HTTP on port 9080, with an optional bearer token. Godot MCP Pro has the most tools by its own count but sells the server separately.
Port clashes are possible if you try more than one: Godlink and Godot MCP Pro both default to 6505, ee0pdt and Godot-MCP-Native to 9080.
Safety
Game projects are code, and several Godot MCP servers can run arbitrary code inside the editor or the game: game_eval in godot-ai and in tugcantopaloglu's fork, execute_editor_script and execute_game_script in Godot MCP Pro, execute-script in Godot-MCP-Native, script-execute for C# in IvanMurzak's. That is the point of them, and it means a prompt that steers the agent can do anything your user account can.
The published vulnerabilities, from GitHub's advisory database:
| Project | Advisory | What | Fixed |
|---|---|---|---|
| Coding-Solo/godot-mcp | CVE-2026-25546, high | Command injection through projectPath |
0.1.1 (February 2026) |
| GoPeak | GHSA-v24g-v3px-jxv7, high | Command injection through tool arguments | 2.4.1, GitHub releases only; npm package deprecated |
| hi-godot/godot-ai | Four advisories, October 2026 | Write blocklist bypass on Windows, credential files made readable, a spoofable host check | See each advisory for the patched version |
There is a subtler point with Coding-Solo's server. A follow-up fix, merged on 16 April 2026, stops add_node and create_scene from loading a script given as the node type, which would run that script's code. The latest npm release, 0.1.1, dates from February. Unless a newer release appears, the npm package does not include that fix; installing from the repository does.
ee0pdt/Godot-MCP has had no commits since March 2025. An open issue reports that its WebSocket server listens on all network interfaces with no authentication, and its source calls listen with only a port, which in Godot means every interface. We would not run it on a shared network.
What we would do with any of them:
- Commit before each session. Most servers write files directly, outside the editor's undo history.
- Keep the port on localhost and prefer servers with a token, such as godot-ai's authenticated WebSocket or Godot-MCP-Native's optional bearer token.
- Do not point the agent at untrusted projects or assets. Text in scenes, scripts and READMEs reaches the model.
- Run eval-style tools in a separate account or container when the project is not yours, as the tugcantopaloglu README advises.
When it does not work
| What you see | Server | Fix |
|---|---|---|
| "Godot Not Found" | Coding-Solo | Set GODOT_PATH to the Godot executable, inside the app bundle on macOS |
| "Invalid Project Path" | Coding-Solo | Pass the folder that contains project.godot |
| JSON parse errors on Windows | Coding-Solo | A command-line quoting issue, reported in issues 20 and 49; check those threads for your version |
| Plugin panel missing | Plugin servers | Enable the plugin under Project Settings, Plugins, then reload the project |
| "Disconnected" in the editor | Godlink | Check nothing else holds port 6505; restart the client |
| Server dies at start on Windows | godot-ai | A Python dependency problem (issue 1165); see its troubleshooting doc |
| UID tools fail | Coding-Solo | They need Godot 4.4 or newer |
| AI edits cannot be undone | Most | Use git, or Godlink's mcp_undo |
To check a server before trusting it with a real project, list its tools and call a harmless one with the MCP Inspector CLI, as we did here. The Godot servers in our catalog, with checks scores, are listed at the top of this page.