# Godot MCP (pypi · godot-mcp-uvx)

Pure-Python FastMCP server for Godot 4 — 28 headless & animation tools. Runs via uvx.

- Trust score: 78/100 (medium)
- Change this week: +14
- Registry status: active
- Liveness: live
- Owner verified: no
- Last scored: 2026-10-04

## Components

- pypi · `godot-mcp-uvx`: 78/100 (this document), [markdown](https://verifymcp.io/servers/jxlee007-godot-mcp/godot-mcp-uvx.md), [page](https://verifymcp.io/servers/jxlee007-godot-mcp/godot-mcp-uvx)

## Channel facts

- Registry: `pypi`
- Package: `godot-mcp-uvx`
- Version: `1.0.4`
- Transport: `stdio`

## Trust breakdown

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. Scores are 0–100 per category. Scoring method: https://verifymcp.io/docs/scoring (what has changed: https://verifymcp.io/docs/scoring/changelog)

Scored 2026-10-04.

- **Supply Chain Security**: 100/100
  - No malware found by supply-chain analysis.
  - No known CVEs affecting this package version or its production dependencies.
  - Runs hatchling.build at install time, a recognised build step with no custom scripting around it.
  - 0 of 28 dependencies flagged as unhealthy.
- **Provenance & Transparency**: 97/100
  - Source repository is publicly reachable at the declared URL.
  - Cryptographically verified build provenance (signed, bound to jxlee007/godot_mcp).
  - Clear OSI-approved license (MIT).
  - Actively maintained (last published 7 days ago).
  - Disclosure check failed: no security disclosure policy was found in the source repository.
- **Schema Quality & AI Usability**: 53/100
  - AI-judged instruction clarity (fair).
  - Tool/resource definitions use about 1596 tokens (~57/item across 28 items; 28 tools + 0 resources), lean.
  - Usage-examples check failed: none of the tools include examples.
- **Stability & Change Management**: 27/100
  - Stability observed for 8 of 30 days with no destabilising changes; credit accrues until the full window elapses.
- **Tool Coverage**: 71/100
  - 100% of tools have a non-trivial description (not blank, and not just the tool's name).
  - 0% of tool parameters carry a description.
  - Structured output schemas are declared (100% of tools); any adoption earns full credit.
- **Tool Safety**: 100/100
  - No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.
  - All 3 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation.
  - An AI judge read all 28 captured unit(s) of tool text and found none that tries to manipulate the model reading it.
- **Capabilities**: 100/100
  - Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.

## Install

### How do I install the Godot MCP server?

Godot MCP runs locally as a PyPI package, launched with uvx godot-mcp-uvx. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.

### Claude

```bash
claude mcp add jxlee007-godot-mcp -- uvx godot-mcp-uvx
```

### Cursor

```json
{
  "mcpServers": {
    "jxlee007-godot-mcp": {
      "command": "uvx",
      "args": [
        "godot-mcp-uvx"
      ]
    }
  }
}
```

### VS Code

```json
{
  "servers": {
    "jxlee007-godot-mcp": {
      "command": "uvx",
      "args": [
        "godot-mcp-uvx"
      ]
    }
  }
}
```

### Codex

```bash
codex mcp add jxlee007-godot-mcp -- uvx godot-mcp-uvx
```

### opencode

```json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "jxlee007-godot-mcp": {
      "type": "local",
      "command": [
        "uvx",
        "godot-mcp-uvx"
      ],
      "enabled": true
    }
  }
}
```

### OpenClaw

```bash
openclaw mcp add jxlee007-godot-mcp --command uvx --arg godot-mcp-uvx
```

### Hermes

```yaml
mcp_servers:
  jxlee007-godot-mcp:
    command: "uvx"
    args: ["godot-mcp-uvx"]
```

### Netclaw

```json
{
  "McpServers": {
    "jxlee007-godot-mcp": {
      "Transport": "stdio",
      "Command": "uvx",
      "Arguments": [
        "godot-mcp-uvx"
      ]
    }
  }
}
```

### Vellum

```bash
assistant mcp add jxlee007-godot-mcp -t stdio -c uvx -a godot-mcp-uvx
```

### Other

```json
{
  "mcpServers": {
    "jxlee007-godot-mcp": {
      "command": "uvx",
      "args": [
        "godot-mcp-uvx"
      ]
    }
  }
}
```

## Changelog

Every change recorded for this component, newest first. Days that predate change tracking, or that we cannot explain, say so: "we were watching and nothing happened" and "we were not watching" are different claims.

### 2026-10-04 (score 78, +3)

- [functional improvement] Stability: unverified → 0.27

### 2026-10-01 (score 75, +15)

- [security improvement] Malware scan: unverified → pass

### 2026-09-30 (score 60, −15)

- [security regression] Malware scan: pass → unverified

### 2026-09-28 (score 75, +11)

- [functional] We updated how we score, so this day's move reflects our rubric, not a change to the server

### 2026-09-26 (score 64)

First indexed and scored.

## MCP tools (28)

### `get_godot_version` (~29 tokens)

Retrieves the installed Godot 4 engine version string by querying the local Godot binary.

Output parameters:

- `result` (string)

### `launch_editor` (~36 tokens)

Spawns the Godot visual editor GUI as an independent desktop process anchored to the specified project directory.

Input parameters:

- `project_path` (string, required)

Output parameters:

- `result` (string)

### `run_project` (~43 tokens)

Executes a Godot project in debug mode as a background process and captures runtime stdout/stderr streams.

Input parameters:

- `project_path` (string, required)
- `scene` (string)

Output parameters:

- `result` (string)

### `get_debug_output` (~26 tokens)

Reads currently buffered stdout and stderr log lines from the active background Godot debug process.

Output parameters:

- `result` (string)

### `stop_project` (~25 tokens)

Terminates the actively running Godot debug process and returns its final flushed console output.

Output parameters:

- `result` (string)

### `list_projects` (~43 tokens)

Discovers and lists Godot project directories containing a valid project.godot file within a target directory.

Input parameters:

- `directory` (string, required)
- `recursive` (boolean)

Output parameters:

- `result` (string)

### `get_project_info` (~40 tokens)

Inspects project.godot and project tree to return metadata, asset counts, script inventory, and engine compatibility.

Input parameters:

- `project_path` (string, required)

Output parameters:

- `result` (string)

### `create_scene` (~59 tokens)

Creates a new Godot scene (.tscn) file with a validated root node type using the headless GDScript bridge.

Input parameters:

- `project_path` (string, required)
- `root_node_type` (string)
- `scene_path` (string, required)

Output parameters:

- `result` (string)

### `add_node` (~74 tokens)

Instantiates and appends a node of specified Godot class and property dictionary into an existing scene.

Input parameters:

- `node_name` (string, required)
- `node_type` (string, required)
- `parent_node_path` (string)
- `project_path` (string, required)
- `properties`
- `scene_path` (string, required)

Output parameters:

- `result` (string)

### `load_sprite` (~63 tokens)

Loads a texture resource and binds it to a 2D or 3D sprite node within a scene file.

Input parameters:

- `node_path` (string, required)
- `project_path` (string, required)
- `scene_path` (string, required)
- `texture_path` (string, required)

Output parameters:

- `result` (string)

### `export_mesh_library` (~67 tokens)

Extracts 3D mesh instances from a scene and compiles them into a MeshLibrary (.res) resource for GridMap tiles.

Input parameters:

- `mesh_item_names`
- `output_path` (string, required)
- `project_path` (string, required)
- `scene_path` (string, required)

Output parameters:

- `result` (string)

### `save_scene` (~48 tokens)

Persists scene modifications or creates a variant scene copy at a new relative path.

Input parameters:

- `new_path` (string)
- `project_path` (string, required)
- `scene_path` (string, required)

Output parameters:

- `result` (string)

### `get_uid` (~47 tokens)

Reads and returns the Godot 4.4+ unique resource identifier (UID) for a specified asset file.

Input parameters:

- `file_path` (string, required)
- `project_path` (string, required)

Output parameters:

- `result` (string)

### `update_project_uids` (~45 tokens)

Recursively iterates all project scenes, scripts, and shaders to regenerate and update missing Godot 4.4+ UIDs.

Input parameters:

- `project_path` (string, required)

Output parameters:

- `result` (string)

### `quantize_animation_keyframes` (~71 tokens)

Parses raw keyframe times in a .tscn or .tres animation and quantizes them to discrete frame steps (e.g. 12-fps stepped anime look).

Input parameters:

- `animation_name` (string)
- `file_path` (string, required)
- `target_fps` (integer)

Output parameters:

- `result` (string)

### `set_animation_interpolation_mode` (~57 tokens)

Bulk-edits animation track interpolation modes (nearest/constant, linear, cubic) in a scene or resource file.

Input parameters:

- `file_path` (string, required)
- `mode` (string)
- `track_index` (integer)

Output parameters:

- `result` (string)

### `stitch_animation_library` (~46 tokens)

Compiles external animation clip files into a unified master AnimationLibrary (.tres) resource referencing named animations.

Input parameters:

- `clips` (array, required)
- `output_res_path` (string, required)

Output parameters:

- `result` (string)

### `generate_track_filter` (~58 tokens)

Generates an AnimationNodeBlendFilter resource block and configuration code to isolate upper-body bones from locked lower-body bones.

Input parameters:

- `blend_node_name` (string)
- `locked_bone_paths` (array, required)
- `scene_path` (string, required)

Output parameters:

- `result` (string)

### `generate_state_machine` (~74 tokens)

Injects an AnimationNodeStateMachine sub-resource graph with layout coordinates and state nodes into a target .tscn scene file.

Input parameters:

- `anim_player_path` (string)
- `node_name` (string, required)
- `scene_path` (string, required)
- `start_state` (string)
- `states` (array, required)

Output parameters:

- `result` (string)

### `compile_state_transitions` (~60 tokens)

Serializes and injects transition logic connections, advance conditions, and crossfade times into an existing AnimationNodeStateMachine block.

Input parameters:

- `scene_path` (string, required)
- `state_machine_resource_id` (string, required)
- `transitions` (array, required)

Output parameters:

- `result` (string)

### `calculate_blend_space_2d` (~87 tokens)

Computes and injects an AnimationNodeBlendSpace2D sub-resource for directional movement blending based on 2D controller coordinates.

Input parameters:

- `anim_player_path` (string)
- `blend_points` (array, required)
- `node_name` (string, required)
- `scene_path` (string, required)
- `x_label` (string)
- `y_label` (string)

Output parameters:

- `result` (string)

### `generate_bezier_camera_path` (~102 tokens)

Generates a 3D Catmull-Rom bezier camera rail (Path3D, Curve3D, PathFollow3D) with adjustable speed-curve tension multiplier in a .tscn scene.

Input parameters:

- `add_camera` (boolean)
- `add_path_follow` (boolean)
- `path_node_name` (string, required)
- `scene_path` (string, required)
- `tension` (number)
- `waypoints` (array, required)

Output parameters:

- `result` (string)

### `inject_lookat_tracking` (~74 tokens)

Generates and attaches a procedural slerp look-at tracking GDScript to a Camera3D node to follow target Node3D transforms.

Input parameters:

- `camera_node_path` (string, required)
- `scene_path` (string, required)
- `script_output_path` (string)
- `target_node_path` (string, required)

Output parameters:

- `result` (string)

### `build_camera_switcher_timeline` (~76 tokens)

Synthesizes an Animation resource that toggles Camera3D.current across multiple cameras at defined cut timestamps for cinematic editing.

Input parameters:

- `anim_player_node` (string, required)
- `animation_name` (string)
- `scene_path` (string, required)
- `switches` (array, required)
- `timeline_length` (number)

Output parameters:

- `result` (string)

### `batch_shader_uniforms` (~65 tokens)

Batch scans .tres ShaderMaterial files in a directory and overwrites shader_parameter/* values for global NPR look adjustments.

Input parameters:

- `directory` (string, required)
- `dry_run` (boolean)
- `recursive` (boolean)
- `uniform_overrides` (object, required)

Output parameters:

- `result` (string)

### `remap_texture_channels` (~50 tokens)

Rewires texture slot properties and manages ext_resource references in a .tres material file for hand-painted art workflows.

Input parameters:

- `channel_map` (object, required)
- `material_path` (string, required)

Output parameters:

- `result` (string)

### `toggle_movie_maker` (~67 tokens)

Configures project.godot to toggle Godot Movie Maker mode, locking render time-steps for deterministic video and frame sequence capture.

Input parameters:

- `enable` (boolean)
- `fps` (integer)
- `output_file` (string)
- `project_path` (string, required)

Output parameters:

- `result` (string)

### `run_headless_diagnostics` (~64 tokens)

Executes automated project diagnostics by invoking an external system command (Godot CLI binary) to validate resource imports, check UID integrity, and detect broken shader entry points.

Input parameters:

- `checks`
- `project_path` (string, required)
- `timeout_seconds` (integer)

Output parameters:

- `result` (string)

## Diagnostics

Captured diagnostic sections: Provenance, Install scripts, Dependencies. The full working is on the page: https://verifymcp.io/servers/jxlee007-godot-mcp/godot-mcp-uvx#diagnostics

## Score history

- 2026-10-04: 78
- 2026-10-03: 75
- 2026-10-02: 75
- 2026-10-01: 75
- 2026-09-30: 60
- 2026-09-29: 75
- 2026-09-28: 75
- 2026-09-27: 64
- 2026-09-26: 64

## Common questions

### What is the Godot MCP server?

Godot MCP is listed in the public MCP registry as io.github.jxlee007/godot-mcp. Pure-Python FastMCP server for Godot 4, 28 headless & animation tools. Runs via uvx. This page covers its PyPI package (godot-mcp-uvx).

### Is the Godot MCP server safe to use?

Godot MCP scores 78 out of 100 on VerifyMCP. We found no known CVEs affecting it as of 4 October 2026. 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 server expose?

Godot MCP exposes 28 tools: get_godot_version, launch_editor, run_project, get_debug_output, stop_project, and 23 more. Their descriptions and schemas cost roughly 1,596 tokens of context every time the server is loaded.

### Is the Godot MCP server still maintained?

Godot MCP is still listed as active in the MCP registry. We last reached this channel on 4 October 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 server under?

Godot MCP declares the MIT licence, which is OSI-approved. That covers the source only, and says nothing about the cost of any service it calls.

## Links

- PyPI project: https://pypi.org/project/godot-mcp-uvx/
- Socket report: https://socket.dev/pypi/package/godot-mcp-uvx
- Repository: https://github.com/jxlee007/godot_mcp
- Changelog RSS feed: https://verifymcp.io/servers/jxlee007-godot-mcp/godot-mcp-uvx.xml
- Changelog JSON feed: https://verifymcp.io/servers/jxlee007-godot-mcp/godot-mcp-uvx.json
- HTML version of this page: https://verifymcp.io/servers/jxlee007-godot-mcp/godot-mcp-uvx
