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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

0 this week 80 Trust /100
Trust breakdown (7 categories)

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
Install

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

# add to Claude Code
claude mcp add sterion66-godot -- uvx godot-mcp-server
// .cursor/mcp.json
{
  "mcpServers": {
    "sterion66-godot": {
      "command": "uvx",
      "args": [
        "godot-mcp-server"
      ]
    }
  }
}
// .vscode/mcp.json
{
  "servers": {
    "sterion66-godot": {
      "command": "uvx",
      "args": [
        "godot-mcp-server"
      ]
    }
  }
}
# add to Codex CLI
codex mcp add sterion66-godot -- uvx godot-mcp-server
// opencode.json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "sterion66-godot": {
      "type": "local",
      "command": [
        "uvx",
        "godot-mcp-server"
      ],
      "enabled": true
    }
  }
}
# add to OpenClaw
openclaw mcp add sterion66-godot --command uvx --arg godot-mcp-server
# ~/.hermes/config.yaml
mcp_servers:
  sterion66-godot:
    command: "uvx"
    args: ["godot-mcp-server"]
// ~/.netclaw/config/netclaw.json
{
  "McpServers": {
    "sterion66-godot": {
      "Transport": "stdio",
      "Command": "uvx",
      "Arguments": [
        "godot-mcp-server"
      ]
    }
  }
}
# add to Vellum
assistant mcp add sterion66-godot -t stdio -c uvx -a godot-mcp-server
// mcp.json
{
  "mcpServers": {
    "sterion66-godot": {
      "command": "uvx",
      "args": [
        "godot-mcp-server"
      ]
    }
  }
}
Changelog

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
Diagnostics

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 →

MCP tools · 40 exposed · ~2,723 tokens

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 →

Tool Tokens
godot_browse_github ~63

Search for Godot-related repositories on GitHub.

NameTypeReqDescription
querystringyesSearch term
repo_typestringType (godot, gdrextension, demo)
sortstringSort by (stars, updated)

Structured output declared, but exposes no named fields.

No examples provided.

godot_check_version ~28

Check the Godot version.

NameTypeReqDescription
godot_pathPath to Godot executable

Structured output declared, but exposes no named fields.

No examples provided.

godot_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

NameTypeReqDescription
namestringyesName for the class
project_pathOptional project root
template_typestringyesType of template
NameTypeReqDescription
resultstringyes

No examples provided.

godot_create_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.

NameTypeReqDescription
config_featuresOptional list for config/features (default: 4.4 + Forward Plus, or GODOT_ENGINE_FEATURE).
display_nameProject name in the project manager (default: last path segment).
godot_pathOptional path to the Godot executable for the import step.
main_scenestringMain scene file name in the project root (default: main.tscn).
relative_pathstringyesFolder under the workspace (e.g. my_game or demos/puzzle). Not absolute.
root_node_namestringRoot node name in the starter scene (default: Main).
root_node_typestringRoot node type for the starter scene (default: Node2D).
run_godot_importbooleanIf 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 ~65

Create a new resource file.

NameTypeReqDescription
project_pathOptional project root
propertiesList of properties
resource_nameOptional name for the file
resource_typestringyesType of resource (e.g., Resource, Theme, StyleBox)
NameTypeReqDescription
resultstringyes

No examples provided.

godot_create_scene ~82

Create a new scene file.

NameTypeReqDescription
child_nodesList of child nodes
project_pathOptional project root
resourcesList of sub-resources
root_namestringyesName for the root node
root_typestringyesRoot node type (e.g., Node, Node2D, Node3D)
NameTypeReqDescription
resultstringyes

No examples provided.

godot_create_script ~129

Create a new GDScript file.

NameTypeReqDescription
class_namestringyesName for the new class
exportsList of exports (format: [{"name": "var_name", "type": "int"}])
extendsstringClass to extend (default: Node)
functionsList of custom functions
include_readybooleanInclude _ready() function (default: True)
project_pathOptional project root path
signalsList of signals (format: [{"name": "signal_name", "params": "value"}])
NameTypeReqDescription
resultstringyes

No examples provided.

godot_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).

NameTypeReqDescription
asset_idstringyesAsset ID to download
download_pathParent folder under the project for the initial extract (often "addons")
project_pathTarget project path

Structured output declared, but exposes no named fields.

No examples provided.

godot_edit_file ~61

Edit a Godot file by replacing content.

NameTypeReqDescription
file_pathstringyesPath to the file
new_contentstringyesReplacement content
old_contentstringyesContent to find
project_pathOptional project root
NameTypeReqDescription
resultstringyes

No examples provided.

godot_execute_script ~57

Execute a GDScript in the Godot project context.

NameTypeReqDescription
godot_pathPath to Godot executable
project_pathPath to project
script_contentstringyesGDScript code to execute

Structured output declared, but exposes no named fields.

No examples provided.

godot_find_assets ~62

Find assets by extension.

NameTypeReqDescription
extensionsarrayyesList of extensions to search (e.g., [".png", ".glb"])
project_pathOptional path to project root
relativebooleanReturn paths relative to project root
NameTypeReqDescription
resultarrayyes

No examples provided.

godot_find_by_pattern ~42

Find files matching a pattern.

NameTypeReqDescription
patternstringyesGlob pattern (e.g., "**/*.gd")
project_pathOptional project root
NameTypeReqDescription
resultarrayyes

No examples provided.

godot_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 ~62

Find the Godot project root by searching for project.godot.

NameTypeReqDescription
pathOptional 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.
NameTypeReqDescription
resultstringyes

No examples provided.

godot_find_unused_files ~32

Find files that may not be referenced in scenes or scripts.

NameTypeReqDescription
project_pathOptional project root

Structured output declared, but exposes no named fields.

No examples provided.

godot_generate_uid ~27

Generate a unique ID for Godot resources. Returns: A unique ID string

Input schema present but exposes no named parameters.

NameTypeReqDescription
resultstringyes

No examples provided.

godot_get_asset_info ~31

Get detailed information about an asset.

NameTypeReqDescription
asset_idstringyesAsset ID from the library

Structured output declared, but exposes no named fields.

No examples provided.

godot_get_file_info ~44

Get information about a file.

NameTypeReqDescription
file_pathstringyesPath to the file
project_pathOptional project root (defaults to discovery from cwd)

Structured output declared, but exposes no named fields.

No examples provided.

godot_get_log ~38

Get recent Godot log entries.

NameTypeReqDescription
linesintegerNumber of lines to read
project_pathPath to project

Structured output declared, but exposes no named fields.

No examples provided.

godot_get_node_info ~43

Get information about a Godot node type.

NameTypeReqDescription
node_typestringyesNode type name (e.g., Node2D, CharacterBody2D)

Structured output declared, but exposes no named fields.

No examples provided.

godot_get_project_files ~39

Get all files in the project.

NameTypeReqDescription
include_assetsbooleanInclude image/audio assets
project_pathPath to project

Structured output declared, but exposes no named fields.

No examples provided.

godot_get_project_info ~39

Get detailed information about the Godot project.

NameTypeReqDescription
project_pathOptional path to project.godot file (defaults to finding it)

Structured output declared, but exposes no named fields.

No examples provided.

godot_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.

NameTypeReqDescription
project_pathOptional path to project.godot

Structured output declared, but exposes no named fields.

No examples provided.

godot_get_workspace ~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 ~26

List autoload singletons.

NameTypeReqDescription
project_pathOptional project root

Structured output declared, but exposes no named fields.

No examples provided.

godot_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.

NameTypeReqDescription
project_pathOptional project root

Structured output declared, but exposes no named fields.

No examples provided.

godot_list_projects ~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 ~50

List all .tres resource files in the Godot project.

NameTypeReqDescription
project_pathOptional path to project root
relativebooleanReturn paths relative to project root (default True)
NameTypeReqDescription
resultarrayyes

No examples provided.

godot_list_scenes ~51

List all .tscn scene files in the Godot project.

NameTypeReqDescription
project_pathOptional path to project root
relativebooleanReturn paths relative to project root (default True)
NameTypeReqDescription
resultarrayyes

No examples provided.

godot_list_scripts ~49

List all .gd script files in the Godot project.

NameTypeReqDescription
project_pathOptional path to project root
relativebooleanReturn paths relative to project root (default True)
NameTypeReqDescription
resultarrayyes

No examples provided.

godot_read_scene ~47

Read and parse a scene file.

NameTypeReqDescription
project_pathOptional project root (defaults to discovery from cwd)
scene_pathstringyesPath to the .tscn file

Structured output declared, but exposes no named fields.

No examples provided.

godot_read_script ~48

Read and parse a GDScript file.

NameTypeReqDescription
project_pathOptional project root (defaults to discovery from cwd)
script_pathstringyesPath to the .gd file

Structured output declared, but exposes no named fields.

No examples provided.

godot_refresh_project ~26

Refresh project cache after file changes.

NameTypeReqDescription
project_pathPath to project

Structured output declared, but exposes no named fields.

No examples provided.

godot_run_game ~78

Run the Godot game.

NameTypeReqDescription
godot_pathPath to Godot executable (auto-detected if not provided)
headlessbooleanRun without display (default True)
project_pathPath to project (auto-detected if not provided)
quit_after_secondsAuto-quit after N seconds

Structured output declared, but exposes no named fields.

No examples provided.

godot_search_assetlib ~187

Search the official Godot Asset Library.

NameTypeReqDescription
asset_typestringType (addon, project, any)
categoryCategory (1=2D, 2=Templates, 3=3D, 4=Plugins, 5=Scripts, 6=Shaders, 7=GUI, 9=Tools, 10=Demos)
godot_versionOptional. 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).
pageintegerResult page number
querystringyesSearch term
sortstringSort by (rating, name, updated, cost)

Structured output declared, but exposes no named fields.

No examples provided.

godot_search_content ~60

Search for content in Godot files.

NameTypeReqDescription
file_typesFile types to search (e.g., [".gd", ".tscn"])
patternstringyesRegex pattern to search for
project_pathOptional project root
NameTypeReqDescription
resultarrayyes

No examples provided.

godot_validate_scene ~43

Validate a scene file.

NameTypeReqDescription
project_pathOptional project root (defaults to discovery from cwd)
scene_pathstringyesPath to the scene file

Structured output declared, but exposes no named fields.

No examples provided.

godot_validate_script ~44

Validate a GDScript file.

NameTypeReqDescription
project_pathOptional project root (defaults to discovery from cwd)
script_pathstringyesPath to the script

Structured output declared, but exposes no named fields.

No examples provided.

godot_watch_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.

NameTypeReqDescription
project_pathPath to project
watch_resourcesbooleanInclude .tres files
watch_scenesbooleanInclude .tscn files
watch_scriptsbooleanInclude .gd files

Structured output declared, but exposes no named fields.

No examples provided.

godot_write_file ~47

Write content to a file.

NameTypeReqDescription
contentstringyesContent to write
file_pathstringyesPath to the file
project_pathOptional project root
NameTypeReqDescription
resultstringyes

No examples provided.

Common questions

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.