The most popular Godot MCP server has 6,154 stars, 14 tools, and no commit since April 16.
That’s Coding-Solo/godot-mcp. The star count comes from GitHub’s API, and the tool count comes from counting tool registrations in its source. Both were checked on October 19, 2026.
A high star count shows attention. It says little about which server will read your scene tree and run your game without damaging your project files, and the directories that list these servers add no testing.
This page sorts by fit. It compares eight servers in one table and walks through a setup for Claude Code.
Jump to: comparison table | setup | reviews | safety | FAQ
Which Godot MCP server should you install for Claude Code?#
For Godot 4.7 or newer, install hi-godot/godot-ai. It’s free and MIT licensed, has 47 tools by our count, and shipped v4.3.0 on October 3. On an older Godot 4.x, use Erodenn/godot-mcp-runtime, which installs with one npx command and needs Node 20 or newer. If you only edit scripts, skip MCP and let Claude Code use the terminal.
MCP lets Claude read your scene tree and run the editor as well as edit files.
Last updated October 19, 2026. We checked specs, source code, and docs but did not run the servers.
How did we check these servers?#
We sell no engine, plugin, or MCP server, and this page has no affiliate links.
The numbers come from GitHub’s API, each repo’s README and source, vendor pages, and the Claude Code docs, all opened on October 19, 2026. “Counted” means we counted tool registrations in the source. “README” and “vendor” mean we took the project’s word for it.
We did not install or run any server, so this page has no setup times, token counts, or pass and fail scores. The section on testing a server gives you five prompts to check any of them yourself. This page also does not cover:
- How an install behaves on Windows, macOS, or Linux
- Token use per server
- Whether the paid servers deliver the tool counts their vendors claim
- Any Godot version below the minimum each project states
- Whether any server can finish a real game
What is Godot MCP?#
MCP is a standard that lets an AI client call tools on a server. A Godot MCP server gives Claude tools like add_node and run_project, so it can act on your project directly.
Servers come in three architectures, and many mix two.
| Architecture | How it works | What Claude can touch | Examples |
|---|---|---|---|
| Headless (file-level) | Launches Godot from the command line and edits scene and script files | Files in your project, a launched game | Coding-Solo |
| Editor-live | A plugin inside the open editor talks to the server | Scene tree, open scenes, editor errors | godot-ai, Godlink, satelliteoflove |
| Game-runtime | A helper script runs inside the running game | Live nodes, screenshots, input, code run in the game | Godot MCP Runtime, tugcantopaloglu |
The chain runs from Claude Code to the MCP server to Godot, which is either headless, the open editor, or the running game.
A successful tool call proves the command ran. It doesn’t prove the game plays right, so you still have to play it.
Do you need MCP at all?#
Maybe not. Claude Code already runs shell commands, so it can call Godot itself.
godot --version
godot --headless --path . --quit
godot --headless --check-only --script res://player.gd
The first command prints the version. The second loads the project without a window and exits. The third parses one script and reports errors. If Godot isn’t on your PATH, use the full path to its executable, and run godot --help to confirm the flags on your version.
That covers script edits and syntax checks. MCP adds what the terminal can’t see: the live scene tree, editor errors, running-game state, and screenshots.
| If you want to… | Use |
|---|---|
| Edit scripts and fix parse errors | Terminal only |
| Build or edit scenes and nodes without opening the editor | File-level MCP |
| Have Claude see the open editor, the scene tree, and errors | Editor MCP |
| Check the running game with screenshots and input | Runtime MCP |
How do the eight Godot MCP servers compare?#
Sorted by our pick for Claude Code. Stars and dates are from October 19, 2026 and move weekly.
| Server | Architecture | Price | License | Tools | Godot | Stars | Last commit | Best for |
|---|---|---|---|---|---|---|---|---|
| hi-godot/godot-ai | Editor-live plus game helper | Free | MIT | 47 counted (README says 46) | 4.7+ | 3,071 | Oct 3 | Live editor work on Godot 4.7+ |
| Erodenn/godot-mcp-runtime | Headless plus runtime bridge | Free | MIT | 39 counted | 4.x | 93 | Sep 30 | Older 4.x, runtime checks, one-command install |
| Coding-Solo/godot-mcp | Headless | Free | MIT | 14 counted | Not stated | 6,154 | Apr 16 | Small scene tasks, installed from source |
| tugcantopaloglu/godot-mcp | Headless plus runtime TCP | Free | MIT | 157 counted | 4.4+ | 493 | Oct 9 | Maximum coverage, largest permission surface |
| IvanMurzak/Godot-MCP | Editor, C# addon | Free (hosted backend by default) | Apache-2.0 | 23 counted | 4.3+, mono build only | 295 | Oct 19 | C# projects |
| Godot MCP Pro | Editor plugin | $15 once | Proprietary | 163 vendor-claimed | 4.4+ (vendor) | 627 (repo) | Sep 24 | Paying once instead of assembling a free stack |
| GDAI MCP | Editor plugin | $19 once (vendor) | Closed, binary only | 31 documented | 4.2+ (vendor) | n/a | n/a | A closed plugin you install once |
| yurineko73/Godot-MCP-Native | Editor, pure GDScript | Free | MIT | 155 README-claimed | Not checked | 859 | Aug 3 | No Node or Python on your machine |
Also on our list: Godlink (tomyud1) with 438 stars and Godot 4.4+, satelliteoflove with 21 tools and Godot 4.5+, GoPeak on Bun, and Fennara written in Rust. We did not verify their full tool counts.
How do you set up Godot MCP with Claude Code?#
You need Claude Code and a Godot 4.x build that meets your server’s minimum. Runtime needs Node 20 or newer, Coding-Solo needs Node 18 or newer, and godot-ai needs uv.
Make a Git checkpoint first, because an MCP server edits files and some edit project.godot.
git init
git add -A
git commit -m "before MCP"
Option A: godot-ai (Godot 4.7+)#
The README gives no single command, so you install it by hand:
- Download a release from the godot-ai releases page.
- Put the add-on in
your-project/addons/godot_ai/. - Enable it in Project Settings, Plugins.
- Press Configure in the Godot AI dock. It writes the client config.
Option B: Godot MCP Runtime (any Godot 4.x, Node 20+)#
claude mcp add godot -e GODOT_PATH=/path/to/godot -- npx -y godot-mcp-runtime
Everything after the double hyphen is the server command. Everything before it is Claude Code’s own flags. The Runtime README shows the same setup as a JSON config. Add --scope project to write a shared .mcp.json, or --scope user to use the server in every project. The default scope is local to you and this project. The Claude Code MCP docs list these flags.
Check that it works#
claude mcp list
A working server shows ✔ Connected. Start a session and run /mcp to see its tools. Then give Claude a read-only first task:
List every node in res://main.tscn. Do not change any file.
If Claude answers from the file instead of calling a tool, ask which MCP tool it used. No tool means the server isn’t connected. Our guide on using AI with Godot 4 covers the “Connection closed” error.
Windows, macOS, and Linux snags#
- On Windows,
GODOT_PATHmust point to the executable, not the folder. Escape backslashes or use forward slashes (Runtime README). If an npx server won’t start, wrap it as-- cmd /c npx -y package-name, the form the Godlink README uses. - godot-ai has two open Windows issues: #1105 (self-update intermittently blocks) and #1089 (editor startup took 193 seconds before the server attached).
- On macOS, point
GODOT_PATHat the binary inside the app bundle, not at the .app. - On Linux, the godot-ai README has notes for Bazzite and Fedora Atomic, and for Steam and Flatpak installs.
What should you know about each server?#
hi-godot/godot-ai: best free pick for Godot 4.7+#
An editor plugin plus a Python server started with uvx. It’s MIT licensed, has 3,071 stars, and shipped v4.3.0 on October 3. We counted 47 tools against the README’s 46, and 28 of them are <domain>_manage tools that hide many operations behind an op argument, so the count understates what it does.
It needs Godot 4.7 or newer, and the open issues lean Windows. It sends opt-out anonymous usage telemetry (set GODOT_AI_DISABLE_TELEMETRY=true to turn it off), and editor_manage includes game_eval, which runs code in the running game.
It suits Godot 4.7+ projects where you want live editor control. Pass if you’re on an older 4.x or dislike opt-out telemetry.
Godot MCP Runtime: easiest free install#
It edits headless and checks the running game through a temporary bridge it injects when you run the project and removes when it stops. It’s MIT licensed with 93 stars, and v3.8.1 shipped September 25. We counted 39 tools, and it needs Node 20+.
run_script executes GDScript in the live game, and the project’s own security doc calls its guard best-effort and “not a sandbox”. A hard kill can leave the bridge autoload in project.godot (issue #71), so commit first.
The repo’s author also wrote the comparison table that ranks it, so we don’t use that table’s verdicts.
Choose it for one-command setup on any 4.x. Skip it if you can’t accept edits to project.godot.
Coding-Solo/godot-mcp: most stars, fewest tools#
It’s MIT licensed, with 6,154 stars and 14 tools by our count: launch the editor, run a project, read debug output, create a scene, add a node, save, and handle UIDs. The repo has no release or tag, and the only npm version is 0.1.1 from February 3.
Pull request #99, merged April 16, says add_node and create_scene could load an arbitrary script through the node-type parameter. npm hasn’t published since, so npx likely serves the build from before that fix. We did not diff the package. To check, run npm pack @coding-solo/godot-mcp and look at the node-type handling. The repo has 40 open issues and 35 open pull requests.
It fits a small surface if you install from source. Skip it if you want an actively maintained server.
tugcantopaloglu/godot-mcp: most tools, most risk#
A fork of Coding-Solo, MIT licensed, with 493 stars and v3.1.0 from July 13. Our count of 157 tools matches the README, and it needs Godot 4.4+. You install it with git clone, npm install, and npm run build, not npx, because the npm package is stuck at 1.0.0.
Its tools include game_eval, write_file, delete_file, and game_http_request, the largest permission surface of the servers here. GODOT_MCP_ALLOWED_DIRS restricts project roots, and the README recommends a separate account or container for untrusted projects.
Open issues: #25 says get_debug_output returns all accumulated output on every call, so it grows each run. #22 reports Windows shell-escaping failures, and #31 says VS Code Copilot rejects some of its schemas.
Take it if you want the widest toolset and will scope it. Skip it if you want a small tool surface.
IvanMurzak/Godot-MCP: the C# pick#
It’s a C# editor addon, and nothing else here needs the mono build. It’s Apache-2.0 licensed with 295 stars, and v0.30.0 shipped October 19. Our count of 23 tools matches the README, and four of them are hidden system tools. Most editing goes through three query tools.
It needs the mono build of Godot 4.3+, the .NET 8 SDK, and Node for its godot-cli installer. The standard Godot build can’t compile the addon.
By default it connects to a hosted backend, ai-game.dev, through an OAuth login, though you can self-host. script-execute compiles and runs arbitrary C# in the editor. The repo was created June 4 and ships fast, so expect churn. One issue is open.
It’s the pick for a C# project. If you use GDScript or don’t want a hosted backend, skip it.
Godot MCP Pro: $15, closed, and its pages disagree#
The itch.io page sells it for $15 once and claims 163 tools. The Godot forum launch thread quoted $5 and 162 tools, and other vendor pages say 187. The Asset Library lists the license as proprietary, while a vendor page calls the plugin open source. We found no refund policy.
All three counts are vendor-claimed, and we haven’t installed it. One forum reply says MCP “consumes a lot of token”, but nobody in that thread measured anything.
It makes sense if you want to pay once and accept the counts until someone verifies them. If a free server already covers your task, skip it.
GDAI MCP: $19, closed source#
The license page says the plugin is distributed in binary form only. Summer Engine’s GDAI alternative post gets this wrong and calls it open source. The vendor lists $19 once and 31 tools on its docs page, though the changelog names tools that list omits, so the real count may be higher. Minimum Godot is 4.2 on the site and 4.1 on GitHub.
Choose it if you want a closed plugin you install once. You should skip it if you need to read the source before you trust it.
Godot-MCP-Native: no Node or Python, least verified#
It runs as pure GDScript inside the editor. It’s MIT licensed with 859 stars since its May 4 creation, and v1.0.8 shipped July 26. It serves HTTP on port 9080 by default, or stdio. The README claims 155 tools (30 core, 125 extra), and we did not count them. Two open issues report it failing to load in Codex CLI.
It’s for people who don’t want Node or Python installed. Anyone who needs verified claims should look elsewhere.
Ziva and Summer Engine: vendors with their own roundups#
Both sell products, and both publish roundups that rank themselves. Ziva is an in-editor agent with a free Hobby tier, then $20, $50, and $200 a month, and a vendor-claimed 163 tools. Summer Engine is a standalone engine app built on Godot, with plans from free to $200 a month. Its MCP server is MIT.
Ziva’s 21-tool roundup counts 21 AI tools, and only 7 are MCP bridges. Its authors say they did not install every paid plugin. Summer’s MCP guide uses a placeholder repo, github.com/example/godot-mcp.
How do you test a server yourself?#
Use one project, one model, and a fresh session per server, starting with a scene named res://main.tscn. Put this line first in every prompt so Godot 3 code doesn’t creep in:
This is a Godot 4.x project. Use GDScript 2.0 only: @export, @onready, await, signal.connect(callable), CharacterBody2D. Never use yield, KinematicBody2D, or the string form of connect.
- Read: List every node and script in res://main.tscn. Give node name, type, and script path. Do not change any file.
- Create: Add a Player (CharacterBody2D) to res://main.tscn that moves with the arrow keys at 200 pixels per second. Add a Pickup (Area2D) that emits a collected signal, and show the count in a Label.
- Debug: res://player.gd fails to load. Find the cause and fix it. Change only what is broken. (Seed a wrong node path and one Godot 3 line in that file.)
- Runtime: Run the game, take a screenshot, and tell me what is on screen.
- Scope: Refactor res://enemy.gd to use a state enum. Do not touch any other file. List every file you changed.
Record setup minutes, tokens used, wall time, and pass, partial, or fail for each task. For tokens, run /context before the first prompt and after the last.
How many tokens does Godot MCP use?#
Tool count matters less than it looks, as long as tool search is on. Claude Code defers MCP tool definitions by default: only tool names load at session start, and full definitions load when Claude needs them. A server with 157 tools doesn’t put 157 schemas in your context on a default setup. Tool search turns off with ENABLE_TOOL_SEARCH=false, behind a proxy that isn’t first-party, and on models before Claude 4. Source: the Claude Code MCP docs.
Most tokens come from tool output. Claude Code warns when one MCP result passes 10,000 tokens and caps results at 25,000 by default. Raise the cap with MAX_MCP_OUTPUT_TOKENS. Screenshots count too.
Some servers return a lot by default. The tugcantopaloglu issue above is one example: debug output that grows on every call.
To keep usage down:
- Ask for scoped reads, such as “list the children of Player” instead of “list the project”.
- Run one task per session and use
/clearbetween tasks. - Remove servers you aren’t using with
claude mcp remove. - Check
/contextafter your first task and compare servers.
A forum reply says MCP uses a lot of tokens. We found no per-server measurement anywhere, so measure your own with /context.
What breaks when Claude writes Godot code?#
Godot 3 syntax in a Godot 4 project#
Claude can slip into Godot 3 syntax, usually in these forms.
| Godot 3 | Godot 4 |
|---|---|
export var speed = 200 | @export var speed = 200 |
onready var sprite = $Sprite | @onready var sprite = $Sprite2D |
yield(get_tree().create_timer(1), "timeout") | await get_tree().create_timer(1).timeout |
button.connect("pressed", self, "_on_pressed") | button.pressed.connect(_on_pressed) |
KinematicBody2D | CharacterBody2D |
velocity = move_and_slide(velocity) | move_and_slide() using the built-in velocity |
Add the Godot 4 line from the testing section to your prompt. Our Godot 4 AI guide has the full translation table.
Hand-edited .tscn files#
A scene won’t load, or a node vanishes after an edit. The likely cause is that Claude edited the scene text and broke a resource ID. Let the MCP tools edit scenes, and revert with Git if one breaks. Godot 4.4 added .uid files next to scripts, so don’t let Claude delete them. Prompt line: Edit scenes with the MCP tools. Never edit .tscn text directly.
Signals and node paths#
A signal never fires, or you get a null instance. The likely cause is a guessed path like $Player that doesn’t match the real tree. Read the scene tree first and use unique-name nodes (%Player). Prompt line: List the scene tree before you write any node path.
Game feel#
Code that follows the camera correctly can still lurch. Claude can’t feel the game, and a success response doesn’t mean it plays well. Use a runtime server for screenshots, then play it yourself. Prompt line: Run the game and describe what moves on screen. Don’t say it works until you’ve seen it.
Is Godot MCP safe to run?#
An MCP server runs with your user account’s permissions, so scope it. This table comes from the READMEs, docs, and source of the five open-source servers we read.
| Server | Can run code | Can write files | Network |
|---|---|---|---|
| Coding-Solo | No eval tool. It launches Godot and runs the project’s scripts | .tscn and .tres in the project path, checked only for “..” | None (stdio) |
| godot-ai | game_eval runs code in the running game | Write, move, delete. Deletes go to the OS trash by default | Loopback HTTP 8000 and WebSocket 9500 with auth tokens. Opt-out telemetry |
| IvanMurzak | script-execute runs C# in the editor | Script and resource edits | Hosted ai-game.dev by default |
| tugcantopaloglu | game_eval, game_call_method | write_file, delete_file inside the project, with an allow-list option | TCP on 127.0.0.1:9090, plus game_http_request |
| Godot MCP Runtime | run_script, behind a best-effort scan that is “not a sandbox” | Scene and script edits inside the project root | Loopback TCP with a per-session token |
We did not assess Godot MCP Pro, GDAI, or Godot-MCP-Native. The first two are closed source.
- Commit before you let any server edit files.
- Open
/mcpand read the tool list. If you seegame_evalorrun_script, know what they do. - Start with a read-only task.
- Scope paths. For tugcantopaloglu, set
GODOT_MCP_ALLOWED_DIRS. - Keep untrusted projects in a separate account or container. The tugcantopaloglu README advises this because eval and generated scripts run with your account’s rights.
- Don’t switch Claude Code to a bypass-permissions mode with these servers. The Runtime docs say its confirmation prompts are auto-answered in those modes.
- Keep API keys out of prompts and out of the project folder.
Claude Code, Cursor, Copilot, or an in-editor plugin?#
| Option | What it is | What we verified |
|---|---|---|
| Claude Code plus MCP | Terminal agent that loads any server above | The setup path on this page |
| Cursor | Editor that loads MCP servers | The Coding-Solo README has Cursor setup notes |
| VS Code Copilot | Editor assistant that loads MCP servers | It rejected some tugcantopaloglu schemas (issue #31) |
| In-editor plugins | Chat inside Godot, not MCP | AI Assistant Hub is MIT, free, Godot 4.3+. Fuku is MIT. Ziva has a free Hobby tier |
We found no independent benchmark that compares these on the same Godot project. If you work in Unity, we wrote the same comparison there: Claude Code vs Cursor for Unity.
Godot MCP FAQ#
Is there a free Godot MCP server?#
Yes. godot-ai, Godot MCP Runtime, Coding-Solo, and tugcantopaloglu are all MIT licensed and free. Godot MCP Pro costs $15 once and GDAI costs $19 once, per their vendors. We read their code but did not run them.
Does Godot MCP work with Godot 4.4 and newer?#
It depends on the server. The minimums we found range from 4.2 to 4.7. godot-ai needs 4.7. tugcantopaloglu and Godlink need 4.4. IvanMurzak needs 4.3 on the mono build. Check your server’s README against your Godot version.
Is Claude Code or Cursor better for Godot?#
No independent test exists that we could find. Both can load MCP servers, so you can reuse the same servers in either. The setup here uses Claude Code.
Can Godot MCP build a whole game?#
Nothing we verified shows it can. It handles scenes, scripts, and signals, but a success response doesn’t prove the game plays well, so you still play-test every change. See our guide to vibe coding games.
Is Godot MCP safe?#
It runs with your account’s permissions, and some servers include tools that run code in your game or write files. Commit first, scope the project path, read the tool list in /mcp, and use a separate account for untrusted projects.
How many tokens does Godot MCP use?#
No per-server measurement exists that we could find. Claude Code defers MCP tool definitions by default, so output size matters more than tool count. It warns at 10,000 tokens per tool result and caps results at 25,000 by default.
Does Godot MCP work on a Godot 3 project?#
No server on this page lists Godot 3 support, and every minimum is a Godot 4.x version. The common bug runs the other way: Claude writes Godot 3 syntax in a Godot 4 project.
What about Unity?#
Unity has its own MCP servers and its own setup. We cover it in our Claude Code Unity MCP setup guide.
Which one should you pick?#
- On Godot 4.7+ with live editor work, use godot-ai.
- On an older Godot 4.x, use Godot MCP Runtime for one-command setup.
- For a C# project, use IvanMurzak/Godot-MCP.
- For the most tools, use tugcantopaloglu/godot-mcp and scope it.
- If you only edit scripts, skip MCP and use the terminal.
These picks come from specs, source counts, and open issues. We did not run the servers.
Changelog#
- October 19, 2026: first version. Specs, prices, licenses, tool counts, and issues checked against GitHub, vendor pages, and the Claude Code docs.