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godot

v4.0.0

by arg-software-factory · author: Artyx

Drive the Godot engine over the published @coding-solo/godot-mcp server: launch its own headless Godot to open the editor, run projects in debug mode, inspect scene and project structure, edit scenes and nodes, and stream back runtime errors and debug output. It does not attach to an already-open editor, point it at your Godot 4 executable and iterate.

What godot does, in the publisher's words

Artyx spawns the published @coding-solo/godot-mcp package via npx. The server launches its own headless Godot (via GODOT_PATH) to open the editor, run projects in debug mode, inspect scenes, and stream back errors and debug output. It does not attach to an already-open editor.

That URL is interface.docsUrl in plugin.json, and it is what the desktop's "How to install" button opens. The steps are not mirrored here or in the manifest, the server's author owns them.

GODOT_PATH is the one value Artyx asks for: the full path to your Godot 4 executable (macOS /Applications/Godot.app/Contents/MacOS/Godot, Windows C:\Godot\Godot_v4.x.exe, Linux the extracted Godot_v4.x binary). It is passed to the server as an environment variable.

From the project README, punctuation lightly normalized · Open the README on GitHub

Skills
11
MCP servers
1
Stars
0
License
MIT
Repo created
2026-07-09
Last pushed
2026-10-22
Publisher type
Organization
Version
4.0.0

Links

Skills · 11

godot-2d-ui
Build and optimize Godot 4.6+ 2D worlds and interfaces. Use for CanvasItem and Camera2D composition, TileMapLayer worlds, Control-container layout, themes, accessibility, sprites, particles, and 2D rendering budgets.
godot-3d-worlds
Build Godot 4.6+ 3D worlds. Use for Node3D transforms, cameras, lights, environments, glTF import, static and skinned assets, terrain-scale instancing, visibility ranges, LOD, and 3D physics integration.
godot-animation-audio
Build Godot 4.6+ animation and audio systems. Use for AnimationPlayer libraries and tracks, AnimationTree state machines and blend spaces, Skeleton3D import and retargeting, root motion, AudioStreamPlayer nodes, buses, and effects.
godot-gdscript-gameplay
Build robust Godot 4.6+ gameplay in GDScript. Use for typed scripts, node lifecycle, input, signals, state, CharacterBody movement, data-driven behavior, debugging, and tests; use alongside godot-mcp only when its bridge can verify the project.
godot-mcp
Operate a Godot project through the published @coding-solo/godot-mcp server. Use before calling its scene, project, run, debug, UID, or mesh-library tools; it explains the disk-based headless process, the exact capability boundary, safe writes, and verification loop.
godot-overview
Route Godot 4.6+ work to the correct expert skill. Use first for ambiguous Godot requests, project planning, or when choosing between 2D, 3D, rendering, gameplay, animation, navigation, procedural generation, performance, export, and the published godot-mcp bridge.
godot-performance-qa-export
Profile, validate, and export Godot 4.6+ projects. Use for debugger monitors, CPU/GPU bottleneck analysis, rendering metrics, headless smoke tests, import validation, export presets/templates, and desktop/mobile/web release checks.
godot-physics-navigation
Build reliable Godot 4.6+ physics and navigation. Use for CharacterBody, RigidBody, StaticBody, Area, collision layers/masks, shape queries, move_and_slide, NavigationRegion, NavigationAgent, links, obstacles, and collision debugging.
godot-procedural-generation
Generate deterministic Godot 4.6+ content. Use for seeded maps, rooms, TileMapLayer and GridMap generation, MultiMesh population, chunk streaming, procedural resources, save/load, and verification of generated worlds.
godot-rendering-materials-shaders
Author Godot 4.6+ textures, materials, and shaders, and choose a renderer deliberately. Use for Forward+, Mobile, Compatibility, StandardMaterial3D, CanvasItem materials, shader uniforms, color space, lighting, and rendering performance.
godot-scene-architecture
Design or restructure Godot 4.6+ scenes, nodes, resources, signals, Autoloads, imports, UIDs, and project layout. Use when defining scene boundaries, composing reusable gameplay objects, or repairing fragile node dependencies.

Descriptions come from the frontmatter of each SKILL.md, punctuation lightly normalized.

MCP servers · 1

godotstdio
npx -y @coding-solo/godot-mcp

Read from the plugin's own mcp.json. We list environment variable names, never values.

Category

Creative & Media. Assigned by this directory. Agent Plugins 1.0.0 has no category field, so no manifest declares one.

Keywords

game-engine · editor · gdscript · godot

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