io.github.sterion66/godot
PYPI · GODOT-MCP-SERVER · SCANNED SEP 20
The most complete Godot 4 MCP: secure sandbox, 40+ tools (projects–runtime), major MCP clients.
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 Security100
- No malware found by supply-chain analysis.Pass
- No known CVEs affecting this package version or its production dependencies.Pass
- Runs setuptools.build_meta at install time, a recognised native-build step with no shell scripting around it. View diagnostics → Pass
- 1 of 15 dependencies flagged as unhealthy. View diagnostics → Partial
Provenance & Transparency35
- Source repository is publicly reachable at the declared URL. View diagnostics → Pass
- Provenance check failed: no build-provenance attestation is published. See how to fix → View diagnostics → Fail
- License check failed: the license (MIT License) isn't a recognized OSI-approved license. See how to fix → Fail
- Actively maintained (last published 159 days ago).Pass
- Publishes a security disclosure policy (SECURITY.md).Pass
Schema Quality & AI Usability82
- 100% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Pass
- AI-judged instruction clarity (good).Pass
- Tool/resource definitions use about 3076 tokens (~69/item across 44 items; 40 tools + 4 resources), lean.Pass
- Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management83
- Stability observed for 25 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 (100% of tools); any adoption earns full credit.Pass
Tool Safety75
- No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
- 0 of 1 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation; "godot_execute_script" implies "execute" and declares no destructiveHint at all, which the MCP spec reads as destructive by default. See how to fix → Fail
- An AI judge read all 42 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 io.github.sterion66/godot MCP server?
io.github.sterion66/godot runs locally as a PyPI package, launched with uvx godot-mcp-server. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.
pypi · godot-mcp-server
claude mcp add sterion66-godot -- uvx godot-mcp-server
{
"mcpServers": {
"sterion66-godot": {
"command": "uvx",
"args": [
"godot-mcp-server"
]
}
}
} {
"servers": {
"sterion66-godot": {
"command": "uvx",
"args": [
"godot-mcp-server"
]
}
}
} codex mcp add sterion66-godot -- uvx godot-mcp-server
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"sterion66-godot": {
"type": "local",
"command": [
"uvx",
"godot-mcp-server"
],
"enabled": true
}
}
} openclaw mcp add sterion66-godot --command uvx --arg godot-mcp-server
mcp_servers:
sterion66-godot:
command: "uvx"
args: ["godot-mcp-server"] {
"McpServers": {
"sterion66-godot": {
"Transport": "stdio",
"Command": "uvx",
"Arguments": [
"godot-mcp-server"
]
}
}
} assistant mcp add sterion66-godot -t stdio -c uvx -a godot-mcp-server
{
"mcpServers": {
"sterion66-godot": {
"command": "uvx",
"args": [
"godot-mcp-server"
]
}
}
} 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 80 to 83. That category is still filling its 30-day observation window: 24 days of observed history at the previous scan, 25 at this one. The score rises as the window fills, whether or not the server changes.
- 19 Sept 26 −3
- Stability: pass → 0.80 functional
- 18 Sept 26 0
- Stability: 0.97 → pass security
- 17 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.
- 15 Sept 26 +16
- Malware scan: unverified → pass ▲ security
- 14 Sept 26 −15
- Malware scan: pass → unverified ▼ security
- 13 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 80 to 83. That category is still filling its 30-day observation window: 24 days of observed history at the previous scan, 25 at this one. The score rises as the window fills, whether or not the server changes.
- 12 Sept 26 −3
- Stability: pass → 0.80 functional
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 pypi/godot-mcp-server@1.0.2
Provenance No attestation
The registry publishes no build provenance for this version, so there is nothing to verify.
| Result | No attestation |
|---|---|
| Ecosystem | pypi |
Background: How many MCP packages publish verified provenance →
Install scripts 1 script
| Hook | Tier | Command |
|---|---|---|
| build_backend | allowlisted | setuptools.build_meta |
Background: Why install scripts are a supply-chain risk →
Dependencies 15 packages
| Packages resolved | 15 |
|---|---|
| Stale | 1 |
| 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 →
godot_browse_github Browse Godot GitHub ~63
Search for Godot-related repositories on GitHub.
| Name | Type | Req | Description |
|---|---|---|---|
| query | string | yes | Search term |
| repo_type | string | – | Type (godot, gdrextension, demo) |
| sort | string | – | Sort by (stars, updated) |
Structured output declared, but exposes no named fields.
No examples provided.
godot_check_version Check Godot Version ~28
Check the Godot version.
| Name | Type | Req | Description |
|---|---|---|---|
| godot_path | – | – | Path to Godot executable |
Structured output declared, but exposes no named fields.
No examples provided.
godot_create_code_template Create Code Template ~99
Create code from a template. Template types: - character_body_2d: CharacterBody2D script - character_body_3d: CharacterBody3D script - node: Basic node script - resource: Custom resource script - state_machine: State machine script
| Name | Type | Req | Description |
|---|---|---|---|
| name | string | yes | Name for the class |
| project_path | – | – | Optional project root |
| template_type | string | yes | Type of template |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
godot_create_project Create Godot Project ~294
Create a Godot project under the MCP workspace: writes project.godot and a starter .tscn (what the Project Manager also creates on disk). When run_godot_import is true and GODOT_MCP_ALLOW_GODOT_EXEC=1, runs the Godot editor in headless import mode (--import) so the .godot/ cache folder exists and resources are processed—this is the engine's own initialization step; there is no separate "create project" binary in Godot.
| Name | Type | Req | Description |
|---|---|---|---|
| config_features | – | – | Optional list for config/features (default: 4.4 + Forward Plus, or GODOT_ENGINE_FEATURE). |
| display_name | – | – | Project name in the project manager (default: last path segment). |
| godot_path | – | – | Optional path to the Godot executable for the import step. |
| main_scene | string | – | Main scene file name in the project root (default: main.tscn). |
| relative_path | string | yes | Folder under the workspace (e.g. my_game or demos/puzzle). Not absolute. |
| root_node_name | string | – | Root node name in the starter scene (default: Main). |
| root_node_type | string | – | Root node type for the starter scene (default: Node2D). |
| run_godot_import | boolean | – | If True, attempt Godot --import after writing files (requires exec opt-in). |
Structured output declared, but exposes no named fields.
No examples provided.
godot_create_resource Create Resource ~65
Create a new resource file.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional project root |
| properties | – | – | List of properties |
| resource_name | – | – | Optional name for the file |
| resource_type | string | yes | Type of resource (e.g., Resource, Theme, StyleBox) |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
godot_create_scene Create Scene ~82
Create a new scene file.
| Name | Type | Req | Description |
|---|---|---|---|
| child_nodes | – | – | List of child nodes |
| project_path | – | – | Optional project root |
| resources | – | – | List of sub-resources |
| root_name | string | yes | Name for the root node |
| root_type | string | yes | Root node type (e.g., Node, Node2D, Node3D) |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
godot_create_script Create GDScript ~129
Create a new GDScript file.
| Name | Type | Req | Description |
|---|---|---|---|
| class_name | string | yes | Name for the new class |
| exports | – | – | List of exports (format: [{"name": "var_name", "type": "int"}]) |
| extends | string | – | Class to extend (default: Node) |
| functions | – | – | List of custom functions |
| include_ready | boolean | – | Include _ready() function (default: True) |
| project_path | – | – | Optional project root path |
| signals | – | – | List of signals (format: [{"name": "signal_name", "params": "value"}]) |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
godot_download_asset Download Asset ~125
Download an asset from the Asset Library. Zip archives are extracted under the project, then any nested .../addons/<plugin>/ (with plugin.cfg) is moved to project_root/addons/<plugin>/ so res://addons/<plugin>/ matches Godot. Editor plugins must be enabled by the user in Project Settings → Plugins (verify with godot_list_editor_plugins).
| Name | Type | Req | Description |
|---|---|---|---|
| asset_id | string | yes | Asset ID to download |
| download_path | – | – | Parent folder under the project for the initial extract (often "addons") |
| project_path | – | – | Target project path |
Structured output declared, but exposes no named fields.
No examples provided.
godot_edit_file Edit Godot File ~61
Edit a Godot file by replacing content.
| Name | Type | Req | Description |
|---|---|---|---|
| file_path | string | yes | Path to the file |
| new_content | string | yes | Replacement content |
| old_content | string | yes | Content to find |
| project_path | – | – | Optional project root |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
godot_execute_script Execute GDScript ~57
Execute a GDScript in the Godot project context.
| Name | Type | Req | Description |
|---|---|---|---|
| godot_path | – | – | Path to Godot executable |
| project_path | – | – | Path to project |
| script_content | string | yes | GDScript code to execute |
Structured output declared, but exposes no named fields.
No examples provided.
godot_find_assets Find Assets ~62
Find assets by extension.
| Name | Type | Req | Description |
|---|---|---|---|
| extensions | array | yes | List of extensions to search (e.g., [".png", ".glb"]) |
| project_path | – | – | Optional path to project root |
| relative | boolean | – | Return paths relative to project root |
| Name | Type | Req | Description |
|---|---|---|---|
| result | array | yes | – |
No examples provided.
godot_find_by_pattern Find Files by Pattern ~42
Find files matching a pattern.
| Name | Type | Req | Description |
|---|---|---|---|
| pattern | string | yes | Glob pattern (e.g., "**/*.gd") |
| project_path | – | – | Optional project root |
| Name | Type | Req | Description |
|---|---|---|---|
| result | array | yes | – |
No examples provided.
godot_find_godot_executable Find Godot Executable ~113
Find the Godot executable on the system. Resolution order when GODOT_EXECUTABLE is unset: macOS: glob (where readable), Spotlight mdfind, find(1) under Applications, then directory scan, then PATH. Windows: where.exe for godot.exe / Godot.exe, then Downloads glob, then directory scan, then PATH. Linux: Downloads / portable names, directory scan, then PATH. Returns: Dictionary with executable path and version info
Input schema present but exposes no named parameters.
Structured output declared, but exposes no named fields.
No examples provided.
godot_find_project Find Godot Project ~62
Find the Godot project root by searching for project.godot.
| Name | Type | Req | Description |
|---|---|---|---|
| path | – | – | Optional starting path to search upward from (defaults to MCP workspace root). Walk-up is tried first; if that fails, the workspace is scanned for project.godot. |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
godot_find_unused_files Find Unused Files ~32
Find files that may not be referenced in scenes or scripts.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional project root |
Structured output declared, but exposes no named fields.
No examples provided.
godot_generate_uid Generate UID ~27
Generate a unique ID for Godot resources. Returns: A unique ID string
Input schema present but exposes no named parameters.
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
godot_get_asset_info Get Asset Details ~31
Get detailed information about an asset.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_id | string | yes | Asset ID from the library |
Structured output declared, but exposes no named fields.
No examples provided.
godot_get_file_info Get File Info ~44
Get information about a file.
| Name | Type | Req | Description |
|---|---|---|---|
| file_path | string | yes | Path to the file |
| project_path | – | – | Optional project root (defaults to discovery from cwd) |
Structured output declared, but exposes no named fields.
No examples provided.
godot_get_log Get Godot Log ~38
Get recent Godot log entries.
| Name | Type | Req | Description |
|---|---|---|---|
| lines | integer | – | Number of lines to read |
| project_path | – | – | Path to project |
Structured output declared, but exposes no named fields.
No examples provided.
godot_get_node_info Get Node Type Info ~43
Get information about a Godot node type.
| Name | Type | Req | Description |
|---|---|---|---|
| node_type | string | yes | Node type name (e.g., Node2D, CharacterBody2D) |
Structured output declared, but exposes no named fields.
No examples provided.
godot_get_project_files Get All Project Files ~39
Get all files in the project.
| Name | Type | Req | Description |
|---|---|---|---|
| include_assets | boolean | – | Include image/audio assets |
| project_path | – | – | Path to project |
Structured output declared, but exposes no named fields.
No examples provided.
godot_get_project_info Get Project Info ~39
Get detailed information about the Godot project.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional path to project.godot file (defaults to finding it) |
Structured output declared, but exposes no named fields.
No examples provided.
godot_get_project_settings Get Project Settings ~67
Get project settings from project.godot (read-only). editor_plugins_enabled lists res:// paths from [editor_plugins]; the user toggles plugins in the Godot editor — MCP does not write that section.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional path to project.godot |
Structured output declared, but exposes no named fields.
No examples provided.
godot_get_workspace Get MCP workspace root ~57
Return the sandbox directory for this server. Every project path, write, and Asset Library download must stay under this tree unless you change GODOT_MCP_ROOT and restart the server. Returns: Absolute workspace path and configuration hints
Input schema present but exposes no named parameters.
Structured output declared, but exposes no named fields.
No examples provided.
godot_list_autoload List Autoload Scripts ~26
List autoload singletons.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional project root |
Structured output declared, but exposes no named fields.
No examples provided.
godot_list_editor_plugins List Editor Plugins ~99
List addon folders with plugin.cfg and which editor plugins are enabled in project.godot. Use this (and godot_get_project_settings → editor_plugins_enabled) after the user enables plugins in the editor to verify before continuing. MCP installs addons (e.g. godot_download_asset) but does not modify [editor_plugins], to avoid fighting the open editor and external-reload dialogs.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional project root |
Structured output declared, but exposes no named fields.
No examples provided.
godot_list_projects List Godot projects in workspace ~64
List every Godot project under the MCP sandbox directory. Use this when the MCP process cwd is not inside a project or you need to pick among several games. Returns: workspace root and a list of {root, name} for each project.godot found
Input schema present but exposes no named parameters.
Structured output declared, but exposes no named fields.
No examples provided.
godot_list_resources List Resource Files ~50
List all .tres resource files in the Godot project.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional path to project root |
| relative | boolean | – | Return paths relative to project root (default True) |
| Name | Type | Req | Description |
|---|---|---|---|
| result | array | yes | – |
No examples provided.
godot_list_scenes List Scene Files ~51
List all .tscn scene files in the Godot project.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional path to project root |
| relative | boolean | – | Return paths relative to project root (default True) |
| Name | Type | Req | Description |
|---|---|---|---|
| result | array | yes | – |
No examples provided.
godot_list_scripts List Script Files ~49
List all .gd script files in the Godot project.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional path to project root |
| relative | boolean | – | Return paths relative to project root (default True) |
| Name | Type | Req | Description |
|---|---|---|---|
| result | array | yes | – |
No examples provided.
godot_read_scene Read Scene File ~47
Read and parse a scene file.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional project root (defaults to discovery from cwd) |
| scene_path | string | yes | Path to the .tscn file |
Structured output declared, but exposes no named fields.
No examples provided.
godot_read_script Read GDScript ~48
Read and parse a GDScript file.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional project root (defaults to discovery from cwd) |
| script_path | string | yes | Path to the .gd file |
Structured output declared, but exposes no named fields.
No examples provided.
godot_refresh_project Refresh Project Cache ~26
Refresh project cache after file changes.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Path to project |
Structured output declared, but exposes no named fields.
No examples provided.
godot_run_game Run Godot Game ~78
Run the Godot game.
| Name | Type | Req | Description |
|---|---|---|---|
| godot_path | – | – | Path to Godot executable (auto-detected if not provided) |
| headless | boolean | – | Run without display (default True) |
| project_path | – | – | Path to project (auto-detected if not provided) |
| quit_after_seconds | – | – | Auto-quit after N seconds |
Structured output declared, but exposes no named fields.
No examples provided.
godot_search_assetlib Search Godot Asset Library ~187
Search the official Godot Asset Library.
| Name | Type | Req | Description |
|---|---|---|---|
| asset_type | string | – | Type (addon, project, any) |
| category | – | – | Category (1=2D, 2=Templates, 3=3D, 4=Plugins, 5=Scripts, 6=Shaders, 7=GUI, 9=Tools, 10=Demos) |
| godot_version | – | – | Optional. Omit for all engine versions. Use "4.0", "4.4", etc. to narrow. Passing only "3" or "4" does not send a filter (avoids hiding 4.4-only assets when searching for Godot 4). |
| page | integer | – | Result page number |
| query | string | yes | Search term |
| sort | string | – | Sort by (rating, name, updated, cost) |
Structured output declared, but exposes no named fields.
No examples provided.
godot_search_content Search File Contents ~60
Search for content in Godot files.
| Name | Type | Req | Description |
|---|---|---|---|
| file_types | – | – | File types to search (e.g., [".gd", ".tscn"]) |
| pattern | string | yes | Regex pattern to search for |
| project_path | – | – | Optional project root |
| Name | Type | Req | Description |
|---|---|---|---|
| result | array | yes | – |
No examples provided.
godot_validate_scene Validate Scene ~43
Validate a scene file.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional project root (defaults to discovery from cwd) |
| scene_path | string | yes | Path to the scene file |
Structured output declared, but exposes no named fields.
No examples provided.
godot_validate_script Validate Script ~44
Validate a GDScript file.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Optional project root (defaults to discovery from cwd) |
| script_path | string | yes | Path to the script |
Structured output declared, but exposes no named fields.
No examples provided.
godot_watch_files List Watched Files ~105
List scene, script, and/or resource files in the project (for monitoring or refresh). This server does not run a background file watcher; use the returned paths with your editor or call godot_refresh_project() after external changes.
| Name | Type | Req | Description |
|---|---|---|---|
| project_path | – | – | Path to project |
| watch_resources | boolean | – | Include .tres files |
| watch_scenes | boolean | – | Include .tscn files |
| watch_scripts | boolean | – | Include .gd files |
Structured output declared, but exposes no named fields.
No examples provided.
godot_write_file Write Godot File ~47
Write content to a file.
| Name | Type | Req | Description |
|---|---|---|---|
| content | string | yes | Content to write |
| file_path | string | yes | Path to the file |
| project_path | – | – | Optional project root |
| Name | Type | Req | Description |
|---|---|---|---|
| result | string | yes | – |
No examples provided.
What is the io.github.sterion66/godot MCP server?
io.github.sterion66/godot is an MCP server listed in the public MCP registry as io.github.sterion66/godot. The most complete Godot 4 MCP: secure sandbox, 40+ tools (projects–runtime), major MCP clients. This page covers its PyPI package (godot-mcp-server).
Is the io.github.sterion66/godot MCP server safe to use?
io.github.sterion66/godot scores 80 out of 100 on VerifyMCP. We found no known CVEs affecting it as of 20 September 2026. 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 io.github.sterion66/godot MCP server expose?
io.github.sterion66/godot exposes 40 tools: godot_find_project, godot_list_projects, godot_get_workspace, godot_create_project, godot_get_project_info, and 35 more. Their descriptions and schemas cost roughly 2,723 tokens of context every time the server is loaded.
Is the io.github.sterion66/godot MCP server still maintained?
io.github.sterion66/godot 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.