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godot-mcp

by satelliteoflove · GDScript · ★ 112

Give your AI assistant eyes and hands in the Godot editor: scene editing, input injection, deterministic playtesting, and live game state for agents

#ai-agents#claude#game-development#gdscript#godot#godot-addon#godot-engine#mcp#mcp-server#model-context-protocol

Install

git clone https://github.com/satelliteoflove/godot-mcp.git

Auto-generated from the repo's primary language — check the repo's own README for its exact install instructions.

Claude Desktop config

A starting point for your claude_desktop_config.json (auto-generated — the repo's README may specify a published package name or required env vars):

{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "github:satelliteoflove/godot-mcp"
      ]
    }
  }
}

From the README

[](https://www.npmjs.com/package/@satelliteoflove/godot-mcp) [](https://github.com/satelliteoflove/godot-mcp/actions/workflows/ci.yml) [](https://godotengine.org) [](https://nodejs.org) [](https://github.com/satelliteoflove/godot-mcp/blob/main/LICENSE) Give your AI assistant eyes and hands in the Godot editor — and a running game it can actually playtest. There are a few Godot MCP servers out there, and most can open a scene and poke at nodes. This one is built around a harder problem: **letting an agent verify its own work.** Run the game, drive it like a player, observe what actually happe…
Read full README on GitHub →

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