# godot-mcp-enhanced

Gives an agent 46 MCP tools to read, write, run and verify Godot 4.5–4.7 projects without opening the editor.

- MCP server · `type=mcp` · Claude Code, Codex, Cursor, GitHub Copilot, Windsurf (Devin Desktop), Cline, Zed · ★ 103
- Author: wgt19861219
- License: not stated · policy=link-only · description only; the file stays with the author
- Source: https://github.com/wgt19861219/godot-mcp-enhanced
- Updated: 2026-10-23
- HTML: https://affpapa.org/en/nevibecode/mcp/godot-mcp-enhanced

## What it does

The server links an AI client to the engine through three layers: headless, editor and game bridge. The agent creates a project, writes scenes and scripts, runs the game and captures a screenshot, then compiles every script after each edit. It ships 46 tools covering 272 actions — scenes, UI, animation, physics, particles, navigation, audio, export.

Verification is the other half. `qa` boots the real game with a structured test suite and assertions, and `playtest.seed` locks the random number generator so the same input produces the same result across runs. `verify_delivery` checks scene tree integrity, script health and performance. The game bridge holds a TCP connection to a running game: it reads the node tree and properties, listens to signals, injects input, records and replays a session.

Security is built in. `ALLOWED_PROJECT_PATHS` is a deny-by-default whitelist, and the `godot_path` argument plus project overrides are rejected until `GODOT_MCP_ALLOWED_GODOT_PATHS` is configured — without that list the agent cannot point at an arbitrary binary, so set it up first if you work in an untrusted environment. Godot itself does not have to be installed beforehand: `npx godot-mcp-enhanced install` downloads a build and registers it in the search chain.

## Requirements
- Needs: Node.js (commands run via npx)
- Environment variables: `GODOT_PATH`, `GODOT_PROJECT_PATH`, `ALLOWED_PROJECT_PATHS` — keys and tokens: ask the human for the values, never commit them or put them in shared files.
- Works with: Godot

## Install

### Claude Code (native platform)

**Platform CLI**
```bash
claude mcp add --env GODOT_PATH=<GODOT_PATH> --env GODOT_PROJECT_PATH=<GODOT_PROJECT_PATH> --env ALLOWED_PROJECT_PATHS=<ALLOWED_PROJECT_PATHS> --transport stdio godot-mcp-enhanced -- npx -y godot-mcp-enhanced
```
Replace <…> with your own values

### Codex

**Platform CLI**
```bash
codex mcp add godot-mcp-enhanced --env GODOT_PATH=<GODOT_PATH> --env GODOT_PROJECT_PATH=<GODOT_PROJECT_PATH> --env ALLOWED_PROJECT_PATHS=<ALLOWED_PROJECT_PATHS> -- npx -y godot-mcp-enhanced
```
Replace <…> with your own values

### Cursor

**Config file**
File `.cursor/mcp.json`:
```json
{
    "mcpServers": {
        "godot-mcp-enhanced": {
            "command": "npx",
            "args": [
                "-y",
                "godot-mcp-enhanced"
            ],
            "env": {
                "GODOT_PATH": "<GODOT_PATH>",
                "GODOT_PROJECT_PATH": "<GODOT_PROJECT_PATH>",
                "ALLOWED_PROJECT_PATHS": "<ALLOWED_PROJECT_PATHS>"
            }
        }
    }
}
```
Replace <…> with your own values

### GitHub Copilot

**Config file**
File `.vscode/mcp.json`:
```json
{
    "servers": {
        "godot-mcp-enhanced": {
            "type": "stdio",
            "command": "npx",
            "args": [
                "-y",
                "godot-mcp-enhanced"
            ],
            "env": {
                "GODOT_PATH": "<GODOT_PATH>",
                "GODOT_PROJECT_PATH": "<GODOT_PROJECT_PATH>",
                "ALLOWED_PROJECT_PATHS": "<ALLOWED_PROJECT_PATHS>"
            }
        }
    }
}
```
Replace <…> with your own values

### Gemini CLI

**Platform CLI**
```bash
gemini mcp add -e GODOT_PATH=<GODOT_PATH> -e GODOT_PROJECT_PATH=<GODOT_PROJECT_PATH> -e ALLOWED_PROJECT_PATHS=<ALLOWED_PROJECT_PATHS> godot-mcp-enhanced npx -y godot-mcp-enhanced
```
Replace <…> with your own values

## When to use it
- build Godot scenes and scripts from a text description
- run a project and get a structured error breakdown
- pin a seed and reproduce a bug across runs
- capture a screenshot or GIF from a running game
- check build readiness before export

## Example prompts
- Create a Godot project and make a scene with a character that jumps on space
- Run the game and show me what errors came up in the console
- Run the qa suite and tell me whether all assertions passed

## Similar
- [godot-gdscript-headless-testing](https://affpapa.org/en/nevibecode/skills/godot-gdscript-headless-testing.md) — skill · 3100 installs
- [godot-2d-physics](https://affpapa.org/en/nevibecode/skills/godot-2d-physics.md) — skill · 516 installs
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- [spritecook-use-assets-in-godot](https://affpapa.org/en/nevibecode/skills/spritecook-use-assets-in-godot.md) — skill · 555 installs

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