Godot Mcp — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited Godot Mcp (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Godot MCP provides a comprehensive, production-ready integration between Large Language Models (LLMs) and the Godot Engine (versions 4.x). It creates a unified Model Context Protocol interface allowing AI assistants to intelligently read, write, and manipulate Godot project files, interact with the live Godot Editor, and perform End-to-End (E2E) testing on running games. By consolidating multiple AI-to-Godot features into a single robust toolkit, Godot MCP dramatically lowers the friction of AI-assisted game development.
Navigate to your specific Godot project's root folder in your terminal and run:
npx -y @xianlee/godot-mcp installThis will automatically copy the addons/godot_mcp folder into your project. Enable the godot_mcp plugin via Project > Project Settings > Plugins in the Godot Editor.
Add the following configuration to your mcp config json:
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": ["-y", "@xianlee/godot-mcp"],
"env": {
"GODOT_PATH": "<OPTIONAL_ABSOLUTE_PATH_TO_GODOT_EXECUTABLE>"
}
}
}
}godot_mcp plugin enabled..tscn), and project files dynamically.action parameters to conserve AI context windows.uid://... or .uid files) dynamically to absolute file paths, ensuring seamless AI context mapping.| Tool Name | Description | Key Parameters |
|---|---|---|
manage_project | Project-level operations | action (info, tree, stats), directory |
manage_project_config | Modify project.godot or export settings | action (read, write), section, key, value |
manage_asset | Resolve or inspect asset paths and UUIDs | action (resolve, get_uid), file_path, uid |
manage_script | Create, read, update, or analyze GDScripts | action (create, read, edit), file_path, content |
manage_scene | Scene-level operations | action (open, save, run, structure), scene_path |
manage_node | Node-level edits within the live editor | action (create, delete, update, get), node_path, properties |
manage_physics | Inspect or edit physics shapes and layers | action (get_layer, set_layer), node_path |
manage_animation | Control AnimationPlayers in the editor | action (get_list, play, stop), node_path, anim_name |
manage_ui | Inspect or modify Control nodes | action (get_theme, set_anchors), node_path |
manage_audio | Audit or manipulate audio streams | action (get_buses, set_volume), bus_name |
manage_signal | Connect or disconnect Godot signals | action (connect, disconnect), source_node, signal_name, target_node, method_name |
manage_game_bridge | Connect to or configure a live running game | action (status, reset, ping) |
game_scene | Get node trees from the running game | action (get_tree, get_node), node_path |
game_input | Simulate input events in the running game | action (press, release, mouse_move), input_name |
game_state | Query properties and execution state | action (get_property, call_method), node_path, property |
game_wait | Pause execution to wait for visual updates | action (wait_frames, wait_seconds), amount |
godot_docs | Query Godot Engine documentation | action (search, get_class), query |
execute_editor_script | Run arbitrary GDScript within the editor | script_code |
visualize_project | Launch the web-based project visualizer | port |
capture_vision | Capture screenshots of the editor (if supported) | format, quality |
inspect_project | Deep-scan relations and usages | action (find_usage), target |
debug_project | Fetch logs and stack traces | action (get_errors, clear_logs) |
validate_scene | Check for broken dependencies | scene_path |
run_and_verify | Workflow tool to execute and assert correctness | scene_path, assertions |
get_project_diagnostics | Aggregate warnings across the ecosystem | include_warnings |
search_project | Full-text or regex search across scripts | query, use_regex, file_pattern |
semantic_search | Search code by semantic meaning | query, threshold |
get_project_assets | Get a comprehensive list of assets | resource_type |
get_project_context | Retrieve summarized current working context | depth |
This project builds upon the foundational work of several existing Model Context Protocol (MCP) implementations for the Godot Engine. We would like to express our gratitude to the original maintainers and communities behind these repositories:
We sincerely thank the original maintainers, contributors, and the broader Godot and open-source communities who laid the groundwork for these tools. Their specialized prototypes proved the viability of connecting Large Language Models to Godot via MCP and provided essential insights that made this unified, production-ready toolchain possible.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.