godot
v4.0.0by 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
Related by publisher and keywords
Operate a live Unity Editor over MCP: build scene hierarchies, add components, author C# scripts, manage assets, and smoke-test in Play Mode. The bundled skills' guardrails stop a build from wiping its own scene.
Operate a live Unreal Editor over MCP through Unreal Engine 5.8's native in-editor MCP server: spawn actors, build and compile Blueprints, compose levels, configure lighting, inspect Slate widgets, and run automation tests. Connects to the editor's local HTTP endpoint, no third-party server to install. The bundled skills lean into list-first, compile-then-spawn discipline because editor writes silently no-op more than any other DCC.
Drive a live Blender 5.1+ session through the official Blender Lab MCP server: inspect blend files and objects, run bpy code, search the bundled Python API and manual, capture viewport screenshots, and verify every change. The client starts the server itself over stdio; the artist only opens Blender with the Lab MCP add-on enabled.
Production rules for turning a model into a game-ready asset: triangle, material, and bone budgets per platform with LOD chains; clean topology, normals, and UVs; texel density and texture sizes; PBR texture naming, channel packing, and compression; and export settings for Unity, Unreal Engine, Godot, and Blender. Skills only: nothing to install or connect.
Inspect, preview, retexture, restore, and semantically compile authorized GoldSrc Studio Model MDL v10 assets through a local external adapter. Exact restoration preserves the opaque native bundle; edited exports use explicit StudioMDL profiles and structural validation rather than pretending GLB is a universal inverse format.
Connect an externally installed Artyx RAGE asset adapter to local Grand Theft Auto V files. The experimental integration discovers YTD texture dictionaries and YDR, YDD, or YFT model bundles, creates Artyx-compatible previews, applies targeted texture patches, authors validated vehicle-livery projections, and exports native bundles without treating GLB as a lossless source format.
[](https://agentpluginsdirectory.com/plugins/godot)✓ Verified . We fetched the manifest from GitHub and checked it against the official Agent Plugins 1.0.0 schema at agent-plugins.org.