Godot MCP Runtime
NPM · GODOT-MCP-RUNTIME · SCANNED SEP 20
Zero-addon MCP server for Godot 4: agents edit, run, and play-test the game.
Available components
How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score → Why this is hard to score →
Supply Chain Security98
- No malware found by supply-chain analysis.Pass
- No known CVEs affecting this package version or its production dependencies.Pass
- No install/post-install scripts declared.Pass
- 31 of 95 dependencies flagged as unhealthy. View diagnostics → Partial
Provenance & Transparency97
- Source repository is publicly reachable at the declared URL. View diagnostics → Pass
- Cryptographically verified build provenance (signed, bound to Erodenn/godot-mcp-runtime). View diagnostics → Pass
- Clear OSI-approved license (MIT).Pass
- Actively maintained (last published 1 days ago).Pass
- Security-disclosure policy not yet verified: we couldn't inspect the source repository.Unverified
Schema Quality & AI Usability70
- AI-judged instruction clarity (excellent).Pass
- Context-footprint check failed: tool/resource definitions use about 7961 tokens (~204/item across 39 items; 39 tools + 0 resources), over budget; trim descriptions and params. See how to fix → Fail
- Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management97
- Stability observed for 29 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage100
- 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
- 100% of tool parameters carry a description.Pass
- Structured output schemas are declared (49% of tools); any adoption earns full credit.Pass
Tool Safety100
- No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
- All 4 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation.Pass
- An AI judge read all 40 captured unit(s) of tool text and found none that tries to manipulate the model reading it.Pass
Capabilities100
- Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
How do I install the Godot MCP Runtime server?
Godot MCP Runtime runs locally as an npm package, launched with npx -y godot-mcp-runtime. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.
npm · godot-mcp-runtime
claude mcp add erodenn-godot-mcp-runtime -- npx -y godot-mcp-runtime
{
"mcpServers": {
"erodenn-godot-mcp-runtime": {
"command": "npx",
"args": [
"-y",
"godot-mcp-runtime"
]
}
}
} {
"servers": {
"erodenn-godot-mcp-runtime": {
"command": "npx",
"args": [
"-y",
"godot-mcp-runtime"
]
}
}
} codex mcp add erodenn-godot-mcp-runtime -- npx -y godot-mcp-runtime
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"erodenn-godot-mcp-runtime": {
"type": "local",
"command": [
"npx",
"-y",
"godot-mcp-runtime"
],
"enabled": true
}
}
} openclaw mcp add erodenn-godot-mcp-runtime --command npx --arg -y --arg godot-mcp-runtime
mcp_servers:
erodenn-godot-mcp-runtime:
command: "npx"
args: ["-y", "godot-mcp-runtime"] {
"McpServers": {
"erodenn-godot-mcp-runtime": {
"Transport": "stdio",
"Command": "npx",
"Arguments": [
"-y",
"godot-mcp-runtime"
]
}
}
} assistant mcp add erodenn-godot-mcp-runtime -t stdio -c npx -a -y godot-mcp-runtime
{
"mcpServers": {
"erodenn-godot-mcp-runtime": {
"command": "npx",
"args": [
"-y",
"godot-mcp-runtime"
]
}
}
} Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.
- 20 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 93 to 97. That category is still filling its 30-day observation window: 28 days of observed history at the previous scan, 29 at this one. The score rises as the window fills, whether or not the server changes.
- 19 Sept 26 −1
- Security disclosure: pass → unverified ▼ functional
- 18 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 87 to 90. That category is still filling its 30-day observation window: 26 days of observed history at the previous scan, 27 at this one. The score rises as the window fills, whether or not the server changes.
- 16 Sept 26 +16
- Malware scan: unverified → pass ▲ security
- 15 Sept 26 −18
- Malware scan: pass → unverified ▼ security
- Stability: pass → 0.80 functional
- Package version: 3.6.0 → 3.7.0 functional
- 14 Sept 26 0
- Stability: 0.97 → pass security
- 13 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 93 to 97. That category is still filling its 30-day observation window: 28 days of observed history at the previous scan, 29 at this one. The score rises as the window fills, whether or not the server changes.
- 12 Sept 26 +15
- Malware scan: unverified → pass ▲ security
Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.
Captured 20 Sept 2026 · Analysed npm/godot-mcp-runtime@3.7.0
Provenance Verified
A signed build attestation was found and verified, binding this exact artifact to the source repository it claims to come from.
| Result | Verified |
|---|---|
| Ecosystem | npm |
| Reason | Verified |
| Discovered via | Registry attestation endpoint |
| Source repo | Erodenn/godot-mcp-runtime |
| Certificate issuer | https://token.actions.githubusercontent.com |
| Certificate SAN | https://github.com/Erodenn/godot-mcp-runtime/.github/workflows/publish.yml@refs/tags/v3.7.0 |
| Rekor log index | 2852253408 |
| Predicate type | https://slsa.dev/provenance/v1 |
| Subject digest | sha512:ded5e1ffd853608229a8c55c5973b707f33f90d94c3ce696459226209b72c0d736e4c388c1bd28a174b6d9bc36d3ec135be5a277195e7f8694d9eaba6 |
Background: How many MCP packages publish verified provenance →
Dependencies 95 packages
| Packages resolved | 95 |
|---|---|
| Stale | 31 |
| Tree resolution | Complete |
Background: SBOMs and build attestations, explained →
The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability. A tool's description is untrusted text the model reads on every call, which is what makes this list a security surface and not just an inventory: how tool poisoning works →
add_autoload ~202
Register a new autoload in a project. autoloadPath accepts "res://..." or a project-relative path (auto-prefixed). singleton defaults true (accessible globally by name). No Godot process required. Warning: autoloads initialize in headless mode - a broken script will crash every subsequent headless op; validate before adding. Returns plain-text confirmation with the registered name, path, and singleton flag. Errors if an autoload with the same name already exists; use update_autoload to modify.
| Name | Type | Req | Description |
|---|---|---|---|
| autoloadName | string | yes | Name of the autoload node (e.g. "MyManager") |
| autoloadPath | string | yes | Path to the script or scene (e.g. "res://autoload/my_manager.gd" or "autoload/my_manager.gd") |
| projectPath | string | yes | Path to the Godot project directory |
| singleton | boolean | – | Register as a globally accessible singleton by name (default: true) |
No output schema declared.
No examples provided.
add_node ~544
Add a node to a Godot scene. Saves automatically. Common spatial properties (position, rotation, scale, visible, modulate) are top-level params; anything else goes under properties. {x,y} / {x,y,z} / {r,g,b,a} auto-convert to Vector2 / Vector3 / Color. Values are checked against the property's declared type and error instead of silently storing that type's zero value. Object-typed properties take a res:// path, a typed dict {type: ClassName, ...props} that constructs a Resource inline, or null. Full value rules: the Property Values section of docs/tools.md. parentNodePath defaults to the scene root. Returns a plain-text confirmation naming the new node and type. Errors, and adds nothing, if nodeType is not a registered Godot class, parentNodePath does not exist, or a property name or value is invalid. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| modulate | object | – | Color modulation (e.g. {"r": 1, "g": 0, "b": 0, "a": 1}) |
| nodeName | string | yes | Name for the new node as it appears in the scene tree |
| nodeType | string | yes | Godot node class to instantiate (e.g. "Sprite2D", "CollisionShape2D", "Label"), or a project-relative scene path (.tscn or .scn, e.g. "scenes/enemy.tscn") to instance an existing scene as a child - i… |
| parentNodePath | string | – | Parent node path from scene root (e.g. "root/Player"). Defaults to the root node. |
| position | object | – | Position: {"x": 100, "y": 200} on a 2D node, {"x": 0, "y": 1, "z": 0} on a 3D node |
| projectPath | string | yes | Path to the Godot project directory |
| properties | object | – | Additional property values as a JSON object. Top-level params (position, rotation, etc.) take precedence over keys in this dict. |
| rotation | number | – | Rotation in radians |
| scale | object | – | Vector2 scale (e.g. {"x": 2, "y": 2}) |
| scenePath | string | yes | Scene file path relative to the project |
| visible | boolean | – | Whether the node is visible |
No output schema declared.
No examples provided.
attach_project ~182
Inject the MCP bridge into a Godot process you launch yourself, then wait up to 15s for the bridge to respond. Call BEFORE Godot launches - Godot reads autoloads only at process start, so a late call returns "bridge did not respond." Recommended pattern: kick off the Godot launch in parallel with this call so the wait absorbs startup. Prefer run_project unless MCP must not spawn Godot. Returns plain-text status with the resolved bridge port. Call detach_project or stop_project when done.
| Name | Type | Req | Description |
|---|---|---|---|
| bridgePort | number | – | TCP port for the MCP bridge. Omit to auto-select a free port (recommended). The chosen port is baked into the project's `mcp_bridge.gd` at inject time, so the running Godot listens on exactly this po… |
| projectPath | string | yes | Path to the Godot project directory |
No output schema declared.
No examples provided.
attach_script ~181
Attach an existing GDScript file to a node in a scene. Use after writing the script with the standard file tools and validating it via the validate tool. Replaces any previously attached script. Saves automatically. Returns: success with the resolved nodePath and scriptPath that were attached. Errors if scriptPath does not exist or nodePath is not found. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | yes | Node path from scene root (e.g. "root/Player") |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
| scriptPath | string | yes | Path to the GDScript file relative to the project (e.g. "scripts/player.gd") |
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | – | – |
| scriptPath | string | – | – |
| success | boolean | – | – |
No examples provided.
batch_scene_operations ~257
Use this instead of chaining add_node / load_sprite / save_scene calls when you have multiple mutations on the same or related scenes - runs in one Godot process (~3s startup avoided per call) and shares an in-memory scene cache, saving once at the end. Each item picks its own sub-operation (add_node, load_sprite, set_node_properties, save) and supplies its own params; add_node items accept the same promoted spatial params (position, rotation, scale, visible, modulate) as the standalone tool; set_node_properties items accept the same per-update params (nodePath, property, value) and per-operation scenePath and abortOnError as the standalone tool; abortOnError stops on first failure (default false continues). Returns: results[] in input order, each tagged with operation and scenePath plus success or error. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| abortOnError | boolean | – | Stop processing on first error (default: false) |
| operations | array | yes | Ordered list of scene operations. Each item has its own operation and scenePath. |
| projectPath | string | yes | Path to the Godot project directory |
| Name | Type | Req | Description |
|---|---|---|---|
| results | array | – | – |
No examples provided.
connect_signal ~209
Connect a signal on a source node to a method on a target node, persisting it in the .tscn. Use get_node_signals first to confirm names - connecting the same pair twice creates a duplicate connection. Saves automatically. Returns a plain-text confirmation naming source, signal, target, and method. Errors if the signal or method does not exist. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| method | string | yes | Method name on the target node to call when the signal fires |
| nodePath | string | yes | Source node path from scene root |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
| signal | string | yes | Signal name on the source node (e.g. "pressed", "body_entered") |
| targetNodePath | string | yes | Target node path from scene root that receives the signal |
No output schema declared.
No examples provided.
create_scene ~184
Create a new Godot scene file with a single root node. Writes a fresh .tscn at scenePath. Use when starting a new scene from scratch; for adding nodes to an existing scene, use add_node. rootNodeType defaults to Node2D - pass "Node3D" for 3D scenes or "Control" for UI. Saves automatically. Overwrites silently if the file already exists. Returns: success and the scenePath that was written. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Path to the Godot project directory |
| rootNodeType | string | – | Root node type (default: Node2D) |
| scenePath | string | yes | Scene file path relative to the project (e.g. "scenes/main.tscn") |
| Name | Type | Req | Description |
|---|---|---|---|
| scenePath | string | – | – |
| success | boolean | – | – |
No examples provided.
delete_nodes ~171
Remove one or more nodes (and their descendants) from a scene file. Always-array: pass a single-element nodePaths array for one-off deletes. Saves once at the end. Cannot delete the scene root - that entry returns an error and the rest still process. Returns: results array with one entry per nodePath in input order (success or error message). Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| nodePaths | array | yes | Node paths from scene root to delete (e.g. ["root/Player/Sprite2D"]) |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project (e.g. "scenes/main.tscn") |
| Name | Type | Req | Description |
|---|---|---|---|
| results | array | – | – |
No examples provided.
detach_project ~172
Clear attached-mode runtime state and remove the injected McpBridge autoload. Does NOT stop the manually launched Godot process - that stays running. Use after attach_project when you are done driving the game from MCP. For spawned sessions (run_project), use stop_project instead. Mostly optional now: when the bridge disconnects (you closed Godot), the next runtime tool call probes once and ends the attached session itself, removing the autoload. Calling it afterwards still succeeds idempotently, wording the message to distinguish "an attached session existed and already ended" from "this server never attached to a project". Returns: message confirming detach plus externalProcessPreserved (always true here - that is the point of detach vs stop_project). Errors only when a spawned session is what is active; use stop_project for those.
Input schema present but exposes no named parameters.
| Name | Type | Req | Description |
|---|---|---|---|
| externalProcessPreserved | boolean | – | – |
| message | string | – | – |
No examples provided.
disconnect_signal ~178
Remove an existing signal connection between two nodes, persisting the change in the .tscn. Use get_node_signals first to confirm the connection exists; recovery requires reconnecting via connect_signal. Saves automatically. Returns a plain-text confirmation naming the disconnected signal and target. Errors if the connection does not exist. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| method | string | yes | Method name on the target node |
| nodePath | string | yes | Source node path from scene root |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
| signal | string | yes | Signal name on the source node |
| targetNodePath | string | yes | Target node path from scene root |
No output schema declared.
No examples provided.
duplicate_node ~195
Duplicate a node and its descendants in a Godot scene, without rebuilding it node-by-node via add_node. newName defaults to the original name + "2"; targetParentPath defaults to the original parent. Saves automatically. Returns: success with originalPath and the newPath where the duplicate now lives. Errors if nodePath does not exist or targetParentPath cannot accept children. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| newName | string | – | Name for the duplicated node (default: original name + "2") |
| nodePath | string | yes | Node path from scene root to duplicate |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
| targetParentPath | string | – | Parent node path for the duplicate (default: same parent as original) |
| Name | Type | Req | Description |
|---|---|---|---|
| newPath | string | – | – |
| originalPath | string | – | – |
| success | boolean | – | – |
No examples provided.
export_mesh_library ~195
Export a scene of MeshInstance3D nodes as a MeshLibrary .res file for use in GridMap. For grid-based 3D tile palettes only, not 2D scenes. Source scene must contain MeshInstance3D children. Pass meshItemNames for a subset, or omit for all. Saves to outputPath, overwriting silently. Returns a plain-text confirmation with the exported item count. Errors if the scene contains no valid meshes. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| meshItemNames | array | – | Names of specific mesh items to export. Omit to export all. |
| outputPath | string | yes | Output path for the MeshLibrary .res file (relative to project) |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
No output schema declared.
No examples provided.
get_debug_output ~144
Get captured stdout/stderr from a spawned Godot project. Use whenever runtime tools fail unexpectedly - script errors, missing nodes, and crash backtraces all surface here. Still works after the process exits or crashes: the session clears itself on exit but the captured logs are retained until stop_project. Requires run_project (not attach_project; attached mode does not capture output). Returns: output/errors (last `limit` lines each, default 200), running (false after exit, null when attached), exitCode after exit, attached:true with empty arrays in attached mode.
| Name | Type | Req | Description |
|---|---|---|---|
| limit | number | – | Max lines to return (default: 200, from end of output) |
| Name | Type | Req | Description |
|---|---|---|---|
| attached | boolean | – | – |
| errors | array | – | – |
| exitCode | number|null | – | – |
| output | array | – | – |
| running | boolean|null | – | – |
| tip | string | – | – |
No examples provided.
get_node_properties ~130
Read one or more nodes' current property values from a scene file in a single Godot process. Always-array: pass a single-element nodes array for one-off reads. Per-node changedOnly:true filters out properties matching class defaults (useful for compact diffs). Returns: { results: [{ nodePath, nodeType, properties?, error? }] }; failed reads include error and omit properties.
| Name | Type | Req | Description |
|---|---|---|---|
| nodes | array | yes | Nodes to read properties from |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
No output schema declared.
No examples provided.
get_node_signals ~158
List all signals defined on a node and their current connections. Use before connect_signal/disconnect_signal to verify signal/method names. The connections[].target field is already scene-root-relative in the "root/..." form connect_signal/disconnect_signal accept as targetNodePath (a self-connection reports as "root") - pass it straight through with no conversion. Returns: nodeType and signals[], each with name and current connections (signal/target/method). Errors if node not found.
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | yes | Node path from scene root (e.g. "root/Button") |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | – | – |
| nodeType | string | – | – |
| signals | array | – | – |
No examples provided.
get_project_files ~151
Return a recursive file tree of a Godot project. Use to discover project structure when paths are unknown. Pass extensions to filter (e.g. ["gd","tscn"]); maxDepth caps recursion (-1 unlimited). Skips hidden (dot-prefixed) entries and the .mcp directory. Returns: { name, type, path, extension?, children? } (nested tree).
| Name | Type | Req | Description |
|---|---|---|---|
| extensions | array | – | Filter to only these file extensions (e.g. ["gd", "tscn"]). Omit to include all. |
| maxDepth | number | – | Maximum recursion depth. -1 means unlimited (default: -1) |
| projectPath | string | yes | Path to the Godot project directory |
No output schema declared.
No examples provided.
get_project_info ~119
Get metadata about a Godot project: name, path, Godot version, and a structure summary (counts of scenes/scripts/assets/other). Omit projectPath to get just the Godot version (useful for capability checks). Returns: { name, path, godotVersion, structure } or { godotVersion } when projectPath is omitted. Errors if projectPath is set but lacks project.godot.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | – | Path to the Godot project directory (optional - omit to get Godot version only) |
No output schema declared.
No examples provided.
get_project_settings ~179
Parse project.godot into structured JSON. Use to inspect configured display, input, rendering, etc. settings without launching Godot. Pass section to filter to one INI section (e.g. "display", "application"). Returns: { settings: { [section]: { [key]: value } } } or { settings: { [key]: value } } when section is given. Complex Godot types (including multi-line arrays/dicts, e.g. the full "[input]" action map) are returned as their complete raw string, not just the first line; keys outside any section appear under __global__.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Path to the Godot project directory |
| section | string | – | Filter to a specific INI section (e.g. "display", "application"). Omit for all sections. |
No output schema declared.
No examples provided.
get_scene_dependencies ~118
Parse a .tscn file for ext_resource references (scripts, textures, subscenes). Use to inspect what a scene depends on before refactoring or moving files. Returns: the queried scene path and dependencies[] from ext_resource refs (path, type, optional uid). Errors if scene file does not exist.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Path to the .tscn file relative to the project root (e.g. "scenes/main.tscn") |
| Name | Type | Req | Description |
|---|---|---|---|
| dependencies | array | – | – |
| scene | string | – | – |
No examples provided.
get_scene_tree ~164
Get the scene hierarchy as a nested tree of { name, type, path, script, children }. Use maxDepth:1 for a shallow listing of direct children only; default -1 returns the full tree. parentPath scopes the result to a subtree. Returns the nested tree as JSON text. Errors if scene does not exist or parentPath is not found.
| Name | Type | Req | Description |
|---|---|---|---|
| maxDepth | number | – | Maximum recursion depth. -1 for unlimited (default: -1). 1 returns only direct children. |
| parentPath | string | – | Scope to a subtree starting at this node path (e.g. "root/Player") |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
No output schema declared.
No examples provided.
get_ui_elements ~148
Walk the running scene tree and return all Control nodes with positions, sizes, types, and text content. Always call this before simulate_input click_element actions to discover valid element names and paths. Requires an active runtime session (run_project or attach_project). visibleOnly defaults true; pass false to include hidden Controls. filter narrows by class. Returns: elements[] with path/type/rect/visible plus optional text/disabled/tooltip.
| Name | Type | Req | Description |
|---|---|---|---|
| filter | string | – | Filter by Control node type (e.g. "Button", "Label", "LineEdit") |
| visibleOnly | boolean | – | Only return nodes where Control.visible is true (default: true). Set false to include hidden elements. |
| Name | Type | Req | Description |
|---|---|---|---|
| elements | array | – | – |
| tip | string | – | – |
| warnings | array | – | – |
No examples provided.
launch_editor ~104
Open the Godot editor GUI for a project for the human user. Use only when the user explicitly asks to "open the editor"; for any agent-driven work, use the headless scene/node tools (add_node, set_node_properties, etc.) instead - the editor cannot be controlled programmatically. Returns plain-text confirmation after spawning the editor process. Errors if projectPath has no project.godot.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Path to the Godot project directory |
No output schema declared.
No examples provided.
list_autoloads ~89
List all registered autoloads in a project with paths and singleton status. Use first when diagnosing headless failures - broken autoloads crash all headless ops, so this tells you what is loaded. No Godot process required (reads project.godot directly). Returns: [{ name, path, singleton }].
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Path to the Godot project directory |
No output schema declared.
No examples provided.
list_projects ~115
Find Godot projects under a directory by locating project.godot files. Use to discover available projects when the user has not specified one; for inspecting a known project, use get_project_info. recursive:true descends into subdirectories (skipping hidden ones); default false checks only the directory itself and its immediate children. Returns: [{ path, name }], empty array on no matches.
| Name | Type | Req | Description |
|---|---|---|---|
| directory | string | yes | Directory to search for Godot projects |
| recursive | boolean | – | Whether to search recursively (default: false) |
No output schema declared.
No examples provided.
load_sprite ~190
Set the texture on an existing Sprite2D, Sprite3D, or TextureRect node. For new nodes, pass texture via add_node properties instead. Saves automatically. texturePath must be a real file under projectPath. Returns a plain-text confirmation message naming the loaded texture. Errors if the node is not one of those three classes, or the texture file does not exist. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | yes | Path to the target node from scene root (e.g. "root/Player/Sprite2D") |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
| texturePath | string | yes | Path to the texture file relative to the project (e.g. "assets/player.png") |
No output schema declared.
No examples provided.
profile_project ~245
Capture a window of Godot's function profiler - the editor's Profiler tab numbers. Requires run_project with profiling: true. Blocks for `seconds` (default 5). Times are elapsed, not CPU; inclusive rows overlap - never sum totalMs. Returns: rows (function, file, line, calls, selfMs/totalMs, per-frame averages, percentOfFrame, peak), the frame budget, servers, worstFrame, plus frames/frameGaps/limitReached for capture quality. Errors if profiling was off at launch or a capture is already open.
| Name | Type | Req | Description |
|---|---|---|---|
| captureLimit | number | – | Rows the engine puts in each frame packet, 16..512 (default: 512). Godot selects them by inclusive time, so a lower limit hides cheap functions and sets limitReached. |
| seconds | number | – | Capture duration in seconds, greater than 0 and at most 60 (default: 5). |
| sort | string | – | Rank by own time ("selfMs", default), inclusive time ("totalMs"), or invocation count ("calls"). |
| top | number | – | How many functions to return, 1..100 (default: 20). |
| Name | Type | Req | Description |
|---|---|---|---|
| captureLimit | number | – | – |
| firstFrame | number|null | – | – |
| frame | object | – | – |
| frameGaps | number | – | – |
| frames | number | – | – |
| framesReceived | number | – | – |
| functionsReceived | number | – | – |
| lastFrame | number|null | – | – |
| limitReached | boolean | – | – |
| rows | array | – | – |
| seconds | number | – | – |
| servers | array | – | – |
| sort | string | – | – |
| undecodablePackets | number | – | – |
| unresolvedFunctions | number | – | – |
| worstFrame | object|null | – | – |
No examples provided.
remove_autoload ~89
Unregister an autoload from a project by name. Use to recover from a broken autoload that is crashing headless ops. No Godot process required. Returns plain-text confirmation on success. Errors if no autoload with that name exists.
| Name | Type | Req | Description |
|---|---|---|---|
| autoloadName | string | yes | Name of the autoload to remove |
| projectPath | string | yes | Path to the Godot project directory |
No output schema declared.
No examples provided.
run_project ~319
Spawn a Godot project as a child process with stdout/stderr captured. Required before take_screenshot, simulate_input, get_ui_elements, run_script, or get_debug_output. Set profiling: true at launch to enable the profiler tools. Use attach_project for one you launched yourself. Verifies MCP bridge readiness before returning success. Returns status with the assigned bridge port. Call stop_project when done. Errors if projectPath is not a Godot project or another session is already active.
| Name | Type | Req | Description |
|---|---|---|---|
| background | boolean | – | If true, hides the Godot window off-screen and blocks all physical keyboard and mouse input, while keeping programmatic input (simulate_input, run_script) and screenshots fully active. Useful for aut… |
| bridgePort | number | – | TCP port for the MCP bridge. Omit to auto-select a free port (recommended). The chosen port is baked into the project's `mcp_bridge.gd` at inject time, so the running Godot listens on exactly this po… |
| profiling | boolean | – | Attach Godot's own remote debugger so profile_project, start_profiler and stop_profiler can measure this session. Must be set at launch - a session already running cannot be profiled - and costs a li… |
| projectPath | string | yes | Path to the Godot project directory |
| scene | string | – | Scene to run (path relative to project, e.g. "scenes/main.tscn"). Omit to use the project's main scene. |
No output schema declared.
No examples provided.
run_script ~196
Execute a custom GDScript in the live running project with full scene tree access. Requires an active runtime session. Script must extend RefCounted and define func execute(scene_tree: SceneTree) -> Variant. Return values are JSON-serialized (primitives, Vector2/3, Color, Dictionary, Array, and Node path strings). Use print() for debug output - it appears in get_debug_output, not in the result. In spawned mode, stderr runtime errors escalate to errors (when the script returns null) or surface as warnings. Returns: { success, result, warnings?, tip? } where result is the JSON-serialized return value of execute().
| Name | Type | Req | Description |
|---|---|---|---|
| script | string | yes | GDScript source code. Must contain "extends RefCounted" and "func execute(scene_tree: SceneTree) -> Variant". |
| timeout | number | – | Timeout in ms (default: 30000). Increase for long-running scripts. |
| Name | Type | Req | Description |
|---|---|---|---|
| result | – | – | – |
| success | boolean | – | – |
| tip | string | – | – |
| warnings | array | – | – |
No examples provided.
save_scene ~166
Re-pack and save a scene, optionally to a different path (save-as). Most mutations (add_node, set_node_properties, delete_nodes, etc.) auto-save - only use this for save-as via newPath, or to re-canonicalize a hand-edited .tscn. Overwrites silently. Returns a plain-text confirmation naming the save path. Errors if the scene file does not exist. Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| newPath | string | – | Save to a different path (relative to project) instead of overwriting the original |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
No output schema declared.
No examples provided.
search_project ~189
Plain-text (substring) search across project files. Use to find references, callers, or signatures across the codebase. Default fileTypes is ["gd","tscn","cs","gdshader"]; caseSensitive default false; maxResults default 100. Skips hidden entries and the .mcp directory. Returns: matches[] (project-relative file, 1-indexed lineNumber, line text) and truncated:true when maxResults was hit - consider raising it.
| Name | Type | Req | Description |
|---|---|---|---|
| caseSensitive | boolean | – | Case-sensitive search (default: false) |
| fileTypes | array | – | File extensions to search (default: ["gd", "tscn", "cs", "gdshader"]) |
| maxResults | number | – | Maximum matches to return (default: 100) |
| pattern | string | yes | Plain-text string to search for |
| projectPath | string | yes | Path to the Godot project directory |
| Name | Type | Req | Description |
|---|---|---|---|
| matches | array | – | – |
| truncated | boolean | – | – |
No examples provided.
set_node_properties ~260
Set one or more node properties on a scene in one Godot process. Always-array: pass a single-element updates array for one-off edits. {x,y} / {x,y,z} / {r,g,b,a} auto-convert to Vector2 / Vector3 / Color. Values are checked against the property's declared type and error instead of silently storing that type's zero value. Object-typed properties (e.g. CollisionShape2D.shape) take a res:// path, a typed dict {type: ClassName, ...props} that constructs a Resource inline, or null to clear. Full value rules: the Property Values section of docs/tools.md. abortOnError stops on first failure (default false continues). Saves once at the end. Returns: results[] with one entry per update in input order (success or error). Errors while a Godot runtime session is active on this project; stop_project (or detach_project) clears it.
| Name | Type | Req | Description |
|---|---|---|---|
| abortOnError | boolean | – | Stop processing on first error (default: false) |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Scene file path relative to the project |
| updates | array | yes | Property updates to apply |
| Name | Type | Req | Description |
|---|---|---|---|
| results | array | – | – |
No examples provided.
simulate_input ~134
Simulate sequential input in a running project. Each action's `type` (key, mouse_button, mouse_motion, click_element, action, wait) gates which other fields apply - see per-property docs. For click_element use get_ui_elements first; resolution is by path/name, not visible text. Press/release require two actions; insert wait between for frame ticks. Returns: success, actions_processed, warnings for runtime errors fired by input handlers. Errors if no session or any action fails validation.
| Name | Type | Req | Description |
|---|---|---|---|
| actions | array | yes | Array of input actions to execute sequentially. Each object must have a "type" field. |
| Name | Type | Req | Description |
|---|---|---|---|
| actions_processed | number | – | – |
| success | boolean | – | – |
| tip | string | – | – |
| warnings | array | – | – |
No examples provided.
start_profiler ~176
Start a profiler capture and return immediately, so simulate_input, run_script and screenshots can drive the game while it records. Requires run_project with profiling: true. Stops itself after `seconds` (default 30, max 60); call stop_profiler for the results. Returns: active, firstFrame, captureLimit, maxSeconds. Use profile_project instead for an unattended window. Errors if a capture is already running or profiling was not enabled at launch.
| Name | Type | Req | Description |
|---|---|---|---|
| captureLimit | number | – | Rows the engine puts in each frame packet, 16..512 (default: 512). Godot selects them by inclusive time, so a lower limit hides cheap functions and sets limitReached. |
| seconds | number | – | Maximum capture duration before the automatic stop, greater than 0 and at most 60 (default: 30). |
| Name | Type | Req | Description |
|---|---|---|---|
| active | boolean | – | – |
| captureLimit | number | – | – |
| firstFrame | number|null | – | – |
| maxSeconds | number | – | – |
No examples provided.
stop_profiler ~173
Stop the capture started by start_profiler and rank the recorded functions; a capture that already hit its time limit is read back as-is, and can be re-read with a different sort. Times are elapsed, not CPU; inclusive rows overlap - never sum totalMs. Returns: the same payload as profile_project - rows (file, line, function, calls, selfMs/totalMs, per-frame averages, percentOfFrame, peak frame), frame budget, servers, worstFrame, frames, frameGaps, limitReached. Errors if no capture was started.
| Name | Type | Req | Description |
|---|---|---|---|
| sort | string | – | Rank by own time ("selfMs", default), inclusive time ("totalMs"), or invocation count ("calls"). |
| top | number | – | How many functions to return, 1..100 (default: 20). |
| Name | Type | Req | Description |
|---|---|---|---|
| captureLimit | number | – | – |
| firstFrame | number|null | – | – |
| frame | object | – | – |
| frameGaps | number | – | – |
| frames | number | – | – |
| framesReceived | number | – | – |
| functionsReceived | number | – | – |
| lastFrame | number|null | – | – |
| limitReached | boolean | – | – |
| rows | array | – | – |
| seconds | number | – | – |
| servers | array | – | – |
| sort | string | – | – |
| undecodablePackets | number | – | – |
| unresolvedFunctions | number | – | – |
| worstFrame | object|null | – | – |
No examples provided.
stop_project ~172
Stop the spawned Godot project and clean up bridge state. Call when done with runtime testing, even after a crash, and even if you closed the Godot window yourself: it frees the process slot and clears the flag blocking scene-editing tools. A process that exited on its own already removed the bridge autoload at that moment, and this still succeeds - it reports alreadyExited:true with the exit code and the logs captured before the exit, and leaves a finished profiler capture readable. Attached sessions detach without killing the external process. Returns: message, mode, externalProcessPreserved, alreadyExited, exitCode (already-exited case), and condensed finalOutput/finalErrors (capped at 200); get_debug_output has the full log. Errors only when there is no session and no exited process to report.
Input schema present but exposes no named parameters.
| Name | Type | Req | Description |
|---|---|---|---|
| alreadyExited | boolean | – | – |
| exitCode | number|null | – | – |
| externalProcessPreserved | boolean | – | – |
| finalErrors | array | – | – |
| finalOutput | array | – | – |
| message | string | – | – |
| mode | string | – | – |
No examples provided.
take_screenshot ~249
Capture a PNG of the running viewport. responseMode: preview (default - saves full PNG, returns bounded inline preview at 960x540), full (full inline PNG; use for small text or pixel-level inspection), path_only (saved-path only, no inline image). Saved under .mcp/godot-runtime/screenshots/ (persists after stop_project). Returns: inline image block (full/preview modes), plus path and size of the saved PNG; previewPath/previewSize in preview mode; warnings for non-fatal runtime errors. Errors if no session or bridge times out (default 10000ms).
| Name | Type | Req | Description |
|---|---|---|---|
| previewMaxHeight | number | – | Maximum preview height in pixels when responseMode is "preview" (default: 540) |
| previewMaxWidth | number | – | Maximum preview width in pixels when responseMode is "preview" (default: 960) |
| responseMode | string | – | Response payload mode. "preview" returns a bounded inline preview plus paths (default). "full" returns the full inline PNG. "path_only" returns paths only. |
| timeout | number | – | Timeout in milliseconds to wait for the screenshot (default: 10000) |
| Name | Type | Req | Description |
|---|---|---|---|
| path | string | – | – |
| previewPath | string | – | – |
| previewSize | object | – | – |
| responseMode | string | – | – |
| size | object | – | – |
| warnings | array | – | – |
No examples provided.
update_autoload ~129
Modify an existing autoload's path or singleton flag. Pass either or both - omitted fields keep their current value. Use instead of remove_autoload + add_autoload (single edit, no orphan window). No Godot process required. Returns plain-text confirmation on success. Errors if autoloadName is not registered.
| Name | Type | Req | Description |
|---|---|---|---|
| autoloadName | string | yes | Name of the autoload to update |
| autoloadPath | string | – | New path to the script or scene |
| projectPath | string | yes | Path to the Godot project directory |
| singleton | boolean | – | New singleton flag |
No output schema declared.
No examples provided.
validate ~271
Validate GDScript syntax or scene file integrity using headless Godot. Use before attach_script or run_script to catch parse errors early. Single-target: provide exactly one of scriptPath, source, or scenePath. Batch: provide a targets array - runs all in one Godot process. Returns { valid, errors: [{ line?, message }] } for single, or { results: [{ target, valid, errors }] } for batch. Line numbers appear when Godot's stderr includes them (not always). Returns valid:false on any parse error; never throws.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | – | [single] Path to a .tscn scene file relative to the project to validate (e.g. "scenes/main.tscn") |
| scriptPath | string | – | [single] Path to a .gd file relative to the project to validate (e.g. "scripts/player.gd") |
| source | string | – | [single] Inline GDScript source code to validate. Written to a temporary file and validated against the project. |
| targets | array | – | [batch] Array of targets to validate in a single Godot process. Each item must have exactly one of: scriptPath, source, or scenePath. |
No output schema declared.
No examples provided.
What is the Godot MCP Runtime server?
Godot MCP Runtime is listed in the public MCP registry as io.github.Erodenn/godot-mcp-runtime. Zero-addon MCP server for Godot 4: agents edit, run, and play-test the game. This page covers its npm package (godot-mcp-runtime).
Is the Godot MCP Runtime server safe to use?
Godot MCP Runtime scores 93 out of 100 on VerifyMCP. We found no known CVEs affecting it as of 20 September 2026. It declares no install or post-install scripts. Its build provenance is signed and verified. That is a record of what we were able to check automatically, not an endorsement. The category breakdown on this page shows every signal behind the number, including the ones we could not confirm.
What tools does the Godot MCP Runtime server expose?
Godot MCP Runtime exposes 39 tools: launch_editor, run_project, attach_project, detach_project, get_debug_output, and 34 more. Their descriptions and schemas cost roughly 7,247 tokens of context every time the server is loaded.
Is the Godot MCP Runtime server still maintained?
Godot MCP Runtime is still listed as active in the MCP registry. We last reached this channel on 20 September 2026. Those dates come from our own scans of the registry and the channel itself, not from anything the publisher announced.
What licence is the Godot MCP Runtime server under?
Godot MCP Runtime declares the MIT licence, which is OSI-approved. That covers the source only, and says nothing about the cost of any service it calls.