MCP servers › io.github.shin2344234 › godot-mcp
MCP server · registry snapshot 2026-10-23 · last tested 2026-10-23
io.github.shin2344234/godot-mcp
Edit Godot 4 scenes, nodes and scripts; run, test and debug games live in the editor or headless. — the publisher's description
Summary
io.github.shin2344234/godot-mcp is a local MCP server listed in the official MCP registry at version 0.1.2. On 2026-10-23 ProtocolProbe started its published package in an isolated sandbox in read-only mode and read its inventory: 91 tools, 3 resources and 4 prompts.
Record checks
- met: Registry entry is active and says how to run it
- met: Source repository link opens
- met: Repository is not archived
- met: Code pushed to the repository in the 90 days before our check
- met: Repository publishes a security policy (SECURITY.md)
- met: Package names its licence with a standard (SPDX) identifier
- met: The version the registry lists can be installed and is not withdrawn
- not met: npm package carries build provenance (attestation)
- met: No known critical or high advisory in the package or its dependencies
- #4,141 of 15,112 packages by monthly downloads, tied with 8 others
- Not ranked by stars: 0 stars (ranked from 10)
From public records, not a safety rating. Each check with its reason · Is it safe to install?
Key facts
- Runs
- local package
- Transport
- standard input/output
- Package
- npm · listed version current
- License
- MIT
- Dependencies
- no known high or critical advisories
- Repository
- public
- Tools
- 91
- Described as changing data
- 48 of 91 toolsAI-classified
- Mainly works on
- files and code on the machine it runs onAI-classified
- Topic
- developer-toolsAI-classified
- Last tested
- 2026-10-23
Worth knowing before you connect it
- 48 tools are described as changing something (godot_addon_install, godot_files_write, godot_files_edit, …): our AI model's reading of the descriptions, not something we tested. We did not call them.
Each line comes from a section below, with its source and date.
How fresh this is
- Live-tested
- yes, a real session (not a text-only review)
- Last tested
- 2026-10-23
- Mode
- read-only (no tool calls)
- Latest version
- 0.1.2, published 2026-10-16 (registry, as of the 2026-10-23 snapshot)
- First listed version
- 2026-10-16 (earliest version still in the registry; older removed versions would be earlier)
- Version history
- 2 versions listed, all on 2026-10-16; 2 in the 90 days before the 2026-10-23 snapshot.(versions still listed in the registry only)
Most recent 2 versions
0.1.2· 2026-10-160.1.0· 2026-10-16
- Registry data
- snapshot 2026-10-23
- Package and repository
- checked 2026-10-23
- Engine
- mcp-runtime-engine@0.1.0 · sdk@1.32.0
Changes since the last refresh
New in the registry: not in the list of 2026-10-04, listed on 2026-10-23 with version 0.1.2 (published 2026-10-16).
Source: the official MCP Registry list on 2026-10-04 and on 2026-10-23.
What it is
What does this server offer?
Observed inventoryWhat it mainly works on, as our AI model read its tool descriptions: files and code on the machine it runs on.
48 of 91 tools are described as changing something (creating, editing, deleting, sending or running). For 11 the reading was uncertain, so no mark is shown.
“Godot status: call this first.”
Publisher declares: read-only yes · open-world no
Takes no inputs.
- godot_addon_installdescribed as changing data
“Godot addon: install or update addons/godot_mcp (the editor bridge and game runtime this server needs) from the copy bundled with the server, and enable it in project.godot.”
Publisher declares: destructive yes · idempotent yes · open-world no
Takes no inputs.
- godot_project_inforeads or searches
“Godot project facts from project.godot: name, Godot version, main scene, autoloads, input action names, renderer, enabled plugins, C# and test framework detection.”
Publisher declares: read-only yes · open-world no
Takes no inputs.
- godot_project_settingsreads or searches
“Godot project settings: read raw values from project.godot, filtered by key prefix (e.g.”
Publisher declares: read-only yes · open-world no
2 inputs
prefixstring“Key prefix such as "application" or "input/".”limitinteger
- godot_files_listreads or searches
“Godot files: list a project folder (res://...).”
Publisher declares: read-only yes · open-world no
5 inputs
pathstring“Folder to list, e.g.”recursivebooleanpatternstring“Filter file names, e.g.”allbooleanmaxinteger
- godot_files_readreads or searches
“Godot files: read a text file (script, scene .tscn, resource .tres, shader, config) with line numbers.”
Publisher declares: read-only yes · open-world no
3 inputs, 1 required
pathstringrequired“File path, e.g.”offsetinteger“First line to return (1-based).”limitinteger“Maximum number of lines.”
- godot_files_searchreads or searches
“Godot files: search text across project files (scripts, scenes, resources, shaders).”
Publisher declares: read-only yes · open-world no
6 inputs, 1 required
querystringrequiredregexbooleancase_sensitivebooleanpathstring“Folder to search in.”patternstring“Only files whose name matches, e.g.”max_resultsinteger
- godot_files_writecreates or changes datadescribed as changing data
“Godot files: create or overwrite a text file (e.g.”
Publisher declares: destructive yes · idempotent yes · open-world no
3 inputs, 2 required
pathstringrequired“File path, e.g.”contentstringrequiredoverwriteboolean“Set false to fail instead of replacing an existing file.”
- godot_files_editcreates or changes datadescribed as changing data
“Godot files: replace an exact snippet in a text file (old_text -> new_text).”
Publisher declares: destructive no · open-world no
4 inputs, 3 required
pathstringrequiredold_textstringrequired“Exact text to find, including indentation (tabs vs spaces matter in GDScript).”new_textstringrequiredreplace_allboolean
- godot_files_movecreates or changes datadescribed as changing data
“Godot files: move or rename a file or folder, carrying its .uid/.import sidecar files.”
Publisher declares: destructive no · open-world no
2 inputs, 2 required
fromstringrequiredtostringrequired
- godot_files_deletedeletesdescribed as changing data
“Godot files: delete a file (and its .uid/.import sidecars).”
Publisher declares: destructive yes · open-world no
2 inputs, 1 required
pathstringrequiredrecursiveboolean
- godot_scene_treereads or searches
“Godot scene: show the node tree (names, types, scripts, instanced sub-scenes) of a scene.”
Publisher declares: read-only yes · open-world no
4 inputs
scenestring“Scene file, e.g.”rootstring“Start from this node path instead of the scene root.”depthintegermax_nodesinteger
Show 79 more tools
- godot_scene_createcreates or changes datadescribed as changing data
“Godot scene: create a new .tscn file with a root node of the given type (e.g.”
Publisher declares: destructive no · open-world no
4 inputs, 1 required
pathstringrequired“New scene file, e.g.”root_typestringroot_namestring“Defaults to the file name in PascalCase.”openboolean“Open it in the editor afterwards (editor only).”
- godot_scene_opendescribed as changing data
“Godot scene: open a scene in the editor so later node operations target it.”
Publisher declares: destructive no · idempotent yes · open-world no
1 input, 1 required
pathstringrequired
- godot_scene_savecreates or changes datadescribed as changing data
“Godot scene: save the edited scene in the editor (headless edits are saved automatically).”
Publisher declares: destructive no · idempotent yes · open-world no
1 input
pathstring“An open scene to save; defaults to the edited scene.”
- godot_scene_save_ascreates or changes datadescribed as changing data
“Godot scene: save the edited scene under a new path (editor only).”
Publisher declares: destructive no · open-world no
1 input, 1 required
pathstringrequired
- godot_node_getreads or searches
“Godot node: read a node's type, script, non-default property values and connected signals.”
Publisher declares: read-only yes · open-world no
3 inputs, 1 required
scenestring“Scene file, e.g.”pathstringrequired“Node path relative to the scene root ("." is the root), e.g.”propertiesarray“Only these, e.g.”
- godot_node_addcreates or changes datadescribed as changing data
“Godot node: add a node of a built-in type (e.g.”
Publisher declares: destructive no · open-world no
7 inputs
scenestring“Scene file, e.g.”parentstring“Parent node path; "." for the scene root.”typestring“Node class, e.g.”instancestring“Scene to instance, e.g.”namestringpropertiesobject“Property values.”indexinteger“Child position; omit to append.”
- godot_node_setcreates or changes datadescribed as changing data
“Godot node: set one or more properties on a node (position, texture, shape, modulate, ...).”
Publisher declares: destructive no · idempotent yes · open-world no
3 inputs, 2 required
scenestring“Scene file, e.g.”pathstringrequired“Node path relative to the scene root ("." is the root), e.g.”propertiesobjectrequired“Property values.”
- godot_node_removedeletesdescribed as changing data
“Godot node: delete a node and its children from the scene.”
Publisher declares: destructive yes · open-world no
2 inputs, 1 required
scenestring“Scene file, e.g.”pathstringrequired“Node path relative to the scene root ("." is the root), e.g.”
- godot_node_renamecreates or changes datadescribed as changing data
“Godot node: rename a node.”
Publisher declares: destructive no · open-world no
3 inputs, 2 required
scenestring“Scene file, e.g.”pathstringrequired“Node path relative to the scene root ("." is the root), e.g.”namestringrequired
- godot_node_reparentcreates or changes datadescribed as changing data
“Godot node: move a node under a different parent (and/or to a child index), keeping its global transform by default.”
Publisher declares: destructive no · open-world no
5 inputs, 2 required
scenestring“Scene file, e.g.”pathstringrequired“Node path relative to the scene root ("." is the root), e.g.”new_parentstringrequired“New parent path; "." for the root.”indexintegerkeep_global_transformboolean
- godot_node_duplicatecreates or changes datadescribed as changing data
“Godot node: duplicate a node (with children, script and properties) next to the original.”
Publisher declares: destructive no · open-world no
3 inputs, 1 required
scenestring“Scene file, e.g.”pathstringrequired“Node path relative to the scene root ("." is the root), e.g.”namestring
- godot_script_attachcreates or changes datadescribed as changing data
“Godot script: attach a .gd (or .cs) script to a node, or detach with script: null.”
Publisher declares: destructive no · idempotent yes · open-world no
3 inputs, 2 required
scenestring“Scene file, e.g.”pathstringrequired“Node path relative to the scene root ("." is the root), e.g.”scriptstring or nullrequired
- godot_script_validate
“Godot script: check GDScript for parse/type errors without running the game.”
Publisher declares: read-only yes · open-world no
2 inputs
pathstring“Script file, e.g.”sourcestring“GDScript source to check instead of (or as if it were at) path.”
- godot_run_startruns code or commandsdescribed as changing data
“Godot run: start the game (main scene, the current scene, or a given scene).”
Publisher declares: destructive no · open-world no
7 inputs
scenestring“"main" (default), "current" (editor only), or a scene path like "res://levels/test.tscn".”modestringheadlessboolean“Process mode only: no window.”quit_after_framesinteger“Process mode only: quit automatically after N frames (handy for smoke tests).”breakpointsarray“Process mode: breakpoints set before the first frame, e.g.”break_on_errorsboolean“Process mode: stop at script errors like the editor does (default false: errors are recorded, the game keeps running).”write_moviestring“Process mode: record frames to this file with Godot's Movie Maker (.avi, or .png for an image sequence), e.g.”
- godot_run_stopruns code or commandsdescribed as changing data
“Godot run: stop a running game (the given run_id, the latest process run, or the game playing in the editor).”
Publisher declares: destructive no · idempotent yes · open-world no
1 input
run_idstring
- godot_run_outputreads or searches
“Godot run: read output and errors of a game started with godot_run_start (process or editor mode).”
Publisher declares: read-only yes · open-world no
5 inputs
run_idstring“Default: the running game (latest run).”sinceintegerlimitintegerlevelstringerrorsboolean“Script errors with backtraces instead of lines (repeats merged).”
- godot_editor_logsreads or searches
“Godot editor: read messages, warnings and errors printed by the editor process (plugin and tool scripts, import errors; not a running game's prints).”
Publisher declares: read-only yes · open-world no
3 inputs
sinceintegerlimitintegerlevelstring
- godot_editor_launchcontrols a browser or desktopdescribed as changing data
“Godot editor: open this project in the Godot editor and wait until the MCP plugin connects (the plugin must be enabled in the project).”
Publisher declares: destructive no · open-world no
2 inputs
wait_secondsintegerheadlessboolean“Run the editor without a window (automation, CI).”
- godot_node_instancecreates or changes datadescribed as changing data
“Godot node: instance a .tscn as a linked sub-scene under a parent, optionally with Editable Children.”
Publisher declares: destructive no · open-world no
7 inputs, 1 required
scenestring“Scene file; defaults to the edited scene, required without the editor.”instancestringrequired“e.g.”parentstringnamestringpropertiesobjectindexintegereditable_childrenboolean
- godot_node_findreads or searches
“Godot node: find nodes in a scene by name (glob/substring), type (incl.”
Publisher declares: read-only yes · open-world no
9 inputs
scenestring“Scene file; defaults to the edited scene, required without the editor.”namestring“Substring or glob (*, ?).”typestringgroupstringscriptstringpropertystringvalue“Required property value.”rootstring“Search under this node.”limitinteger
- godot_node_movecreates or changes datadescribed as changing data
“Godot node: move a node to another position among its siblings (draw/process order).”
Publisher declares: destructive no · idempotent yes · open-world no
3 inputs, 2 required
scenestring“Scene file; defaults to the edited scene, required without the editor.”pathstringrequired“Node path from the scene root ("." = root).”indexintegerrequired“New index; negative counts from the end (-1 = last).”
- godot_node_groupscreates or changes datadescribed as changing data
“Godot node: add or remove a node's groups (saved in the scene).”
Publisher declares: destructive no · idempotent yes · open-world no
4 inputs, 1 required
scenestring“Scene file; defaults to the edited scene, required without the editor.”pathstringrequired“Node path from the scene root ("." = root).”addarrayremovearray
- godot_scene_inheritcreates or changes datadescribed as changing data
“Godot scene: create a new scene file that inherits a base scene (like "New Inherited Scene"); opens it in the editor.”
Publisher declares: destructive no · open-world no
4 inputs, 2 required
pathstringrequired“New .tscn path.”basestringrequired“Base scene, e.g.”root_namestring“Defaults to the file name in PascalCase.”openboolean
- godot_scene_closedescribed as changing data
“Godot scene: close a scene tab in the editor.”
Publisher declares: destructive no · open-world no
3 inputs
pathstring“Open scene; defaults to the edited one.”savebooleandiscardboolean“Drop unsaved changes.”
- godot_batch_applycreates or changes datadescribed as changing data
“Godot scene: apply up to 100 scene edits (node.add, node.set, signal.connect, ...) to one scene in order, all-or-nothing; one undo step in the editor.”
Publisher declares: destructive no · open-world no
2 inputs, 1 required
scenestring“Scene file; defaults to the edited scene, required without the editor.”opsarrayrequired“Later ops see earlier ones (add a node, then set it).”
- godot_signal_listreads or searches
“Godot signal: list saved signal connections of a node or scene and flag problems (missing/mismatched handlers, unconnected _on_* methods).”
Publisher declares: read-only yes · open-world no
4 inputs
scenestring“Scene file; defaults to the edited scene, required without the editor.”pathstring“Default: root.”recursivebooleaninclude_availableboolean“Also list all signals.”
- godot_signal_connectcreates or changes datadescribed as changing data
“Godot signal: connect a node's signal to a method (saved in the scene), optionally creating the handler stub in the target's script.”
Publisher declares: destructive no · open-world no
9 inputs, 2 required
scenestring“Scene file; defaults to the edited scene, required without the editor.”fromstringrequired“Emitting node.”signalstringrequiredtostringmethodstring“Default _on_<from>_<signal>.”create_methodboolean“Add a stub to the target .gd if missing.”bindsarray“Extra call args.”unbindsinteger“Drop N trailing signal args.”flagsarray
- godot_signal_disconnectdeletesdescribed as changing data
“Godot signal: remove a saved signal connection from a scene.”
Publisher declares: destructive no · open-world no
5 inputs, 3 required
scenestring“Scene file; defaults to the edited scene, required without the editor.”fromstringrequiredsignalstringrequiredtostringmethodstringrequired
- godot_resource_readreads or searches
“Godot resource: read a .tres/.res/.gdshader (or uid://): class, uid, non-default properties, shader uniforms, theme items.”
Publisher declares: read-only yes · open-world no
3 inputs, 1 required
pathstringrequired“res:// path or uid://.”propertiesarray“Only these (nested paths allowed).”depthinteger“Sub-resource expansion depth (default 1).”
- godot_resource_createcreates or changes datadescribed as changing data
“Godot resource: create a resource file of any Resource class (materials, Theme, Gradient, shapes...) or a .gdshader with code.”
Publisher declares: destructive no · open-world no
5 inputs, 1 required
pathstringrequired“e.g.”typestring“Resource class, e.g.”propertiesobject“Values ("#ff0000", [x, y], "res://...", {"new": Class}).”codestring“For .gdshader.”overwriteboolean
- godot_resource_setcreates or changes datadescribed as changing data
“Godot resource: set properties of an existing resource file and save it (undoable in the editor; open scenes update).”
Publisher declares: destructive no · idempotent yes · open-world no
2 inputs, 2 required
pathstringrequired“res:// path or uid://.”propertiesobjectrequired“Values ("#ff0000", [x, y], "res://...", {"new": Class}).”
- godot_resource_depsreads or searches
“Godot resource: list a file's dependencies (missing ones flagged), optionally the files that use it; resolves uid:// paths.”
Publisher declares: read-only yes · open-world no
3 inputs, 1 required
pathstringrequired“res:// path or uid://.”dependentsboolean“Also scan the project for files referencing it.”limitinteger“Max dependents (default 100).”
- godot_visual_shader_graphcreates or changes datadescribed as changing data
“Godot visual: edit or create a VisualShader .tres with ordered node ops (add, connect, set...).”
Publisher declares: destructive no · open-world no
5 inputs, 2 required
pathstringrequiredcreatebooleanmodestring“For create.”shader_typestring“e.g.”opsarrayrequired
- godot_visual_shader_graph_readreads or searches
“Godot visual: list a VisualShader's nodes (id, class, properties) and connections per shader type.”
Publisher declares: read-only yes · open-world no
2 inputs, 1 required
pathstringrequiredshader_typestring“e.g.”
- godot_visual_layoutdescribed as changing data
“Godot visual: apply a Control layout preset, anchors/offsets, size flags or minimum size.”
Publisher declares: destructive no · idempotent yes · open-world no
9 inputs, 1 required
scenestringpathstringrequired“Control node path.”presetstring“e.g.”resize_modestringmarginintegeranchorsarray“[left, top, right, bottom]”offsetsarray“[left, top, right, bottom]”size_flagsobject“{horizontal, vertical}: "fill", "expand_fill"...”custom_minimum_sizearray“[w, h]”
- godot_visual_shader_checkreads or searches
“Godot visual: compile shader code or a .gdshader/VisualShader file and report errors with line numbers.”
Publisher declares: read-only yes · open-world no
2 inputs
pathstringcodestring“Shader source (wins over path).”
- godot_anim_readreads or searches
“Godot animation: list an AnimationPlayer's libraries and animations, or with animation the tracks and keys of one.”
Publisher declares: read-only yes · open-world no
5 inputs
scenestring“Scene; required headless.”playerstring“AnimationPlayer path; optional if the scene has one.”librarystring“AnimationLibrary .tres instead of a player.”animationstring“"name" or "library/name": include its tracks.”max_keysnumber“Keys per track (default 50).”
- godot_anim_editcreates or changes datadescribed as changing data
“Godot animation: create/remove/rename animations and add tracks and keys on an AnimationPlayer.”
Publisher declares: destructive no · open-world no
5 inputs, 1 required
scenestring“Scene; required headless.”playerstring“AnimationPlayer path; optional if the scene has one.”animationstring“Default animation for ops that omit it.”allow_missingboolean“Skip existence checks.”opsarrayrequired
- godot_anim_tree_readreads or searches
“Godot animation: show an AnimationTree's graph (states, transitions, blend points, blend tree nodes) and its parameters.”
Publisher declares: read-only yes · open-world no
3 inputs
scenestring“Scene; required headless.”treestring“AnimationTree path; optional if the scene has one.”parametersboolean
- godot_anim_treecreates or changes datadescribed as changing data
“Godot animation: build an AnimationTree state machine, blend space or blend tree (states, transitions, start/end, blend points).”
Publisher declares: destructive no · open-world no
5 inputs, 1 required
scenestring“Scene; required headless.”treestring“AnimationTree path; optional if the scene has one.”nestedstring“Edit a nested graph, e.g.”allow_missingboolean“Skip existence checks.”opsarrayrequired
- godot_anim_framescreates or changes datadescribed as changing data
“Godot animation: read or edit the SpriteFrames of an AnimatedSprite2D/3D (or a .tres): add/rename/remove animations, speed/loop, frames cut from a sprite sheet.”
Publisher declares: destructive no · open-world no
4 inputs
scenestring“Scene; required headless.”nodestring“AnimatedSprite2D/3D; optional if the scene has one.”pathstring“SpriteFrames .tres instead of a node.”opsarray
- godot_grid_readreads or searches
“Godot world: read a TileMapLayer/GridMap: cells, bounds and the TileSet tiles/terrains or MeshLibrary items to paint with.”
Publisher declares: read-only yes · open-world no
5 inputs, 1 required
scenestring“Scene; default edited one (required headless)”pathstringrequiredregionobject“{x,y,w,h}; GridMap +z,d”limitintegersummary_onlyboolean
- godot_grid_editcreates or changes datadescribed as changing data
“Godot world: paint a TileMapLayer/GridMap with ordered ops (set, erase, fill_rect, terrain; clear wipes all cells).”
Publisher declares: destructive no · open-world no
3 inputs, 2 required
scenestring“Scene; default edited one (required headless)”pathstringrequiredopsarrayrequired“set/erase/terrain take cells and/or rect.”
- godot_tileset_editcreates or changes datadescribed as changing data
“Godot world: create/edit a TileSet .tres: atlas sources, collision (one-way), navigation, occlusion, terrains, custom data, per-tile values, alternative tiles, animation.”
Publisher declares: destructive no · open-world no
4 inputs, 1 required
pathstringrequired“.tres path”createbooleantile_sizearrayopsarray
- godot_navigation_bakedescribed as changing data
“Godot world: bake a NavigationRegion2D/3D from its child colliders, meshes, GridMaps and TileMapLayers.”
Publisher declares: destructive no · idempotent yes · open-world no
4 inputs
scenestring“Scene; default edited one (required headless)”pathstring“Region; default the only one”outlinearray“2D walkable polygon”agent_radiusnumber
- godot_navigation_pathreads or searches
“Godot world: shortest path between two points over the scene's baked navigation regions.”
Publisher declares: read-only yes · open-world no
6 inputs, 2 required
scenestring“Scene; default edited one (required headless)”fromarrayrequired“[x,y] or [x,y,z]”toarrayrequiredpathstringoptimizebooleanlayersnumber
- godot_audio_busesreads or searches
“Godot audio: list the audio buses (volume, mute, solo, send) and their effects from the project's bus layout.”
Publisher declares: read-only yes · open-world no
Takes no inputs.
- godot_audio_editcreates or changes datadescribed as changing data
“Godot audio: add, remove, rename, move and set buses (volume, mute, solo, send) and their effects; saves the bus layout.”
Publisher declares: destructive no · open-world no
1 input, 1 required
opsarrayrequired
- godot_project_setcreates or changes datadescribed as changing data
“Godot project: change project settings (project.godot); null resets one to its default.”
Publisher declares: destructive no · idempotent yes · open-world no
2 inputs, 1 required
settingsobjectrequired“Setting -> value, e.g.”createboolean“Allow adding settings that do not exist yet (custom settings).”
- godot_input_editcreates or changes datadescribed as changing data
“Godot project: edit the input map (actions and their key/mouse/gamepad bindings), applied in order and saved to project.godot.”
Publisher declares: destructive no · open-world no
1 input, 1 required
opsarrayrequired
- godot_autoload_editcreates or changes datadescribed as changing data
“Godot project: add, remove or reorder autoloads (global singletons loaded at startup).”
Publisher declares: destructive no · open-world no
5 inputs, 2 required
opstringrequirednamestringrequired“Autoload name, e.g.”pathstring“add: script or scene, e.g.”singletonboolean“Register as a global name (default true).”indexinteger“Load position (0 = first); required for move.”
- godot_project_pluginscreates or changes datadescribed as changing data
“Godot project: enable or disable editor plugins (addons) and list the available ones.”
Publisher declares: destructive no · idempotent yes · open-world no
3 inputs
enablearray“Plugin folder names under addons/ or plugin.cfg paths.”disablearrayforceboolean“Allow disabling godot_mcp itself.”
- godot_project_validatereads or searches
“Godot project: health check for missing dependencies, stale or duplicate UIDs, script compile errors, broken autoloads, main scene and plugins.”
Publisher declares: read-only yes · open-world no
6 inputs
scopestringpath_prefixstring“Only check files under this folder, e.g.”deepboolean“Also load each scene/resource to catch load errors (slower).”addonsboolean“Also check res://addons/ (skipped by default).”limitinteger“Max issues returned (default 200).”offsetinteger
- godot_import_getreads or searches
“Godot import: show an asset's importer, non-default options (full: all), uid and whether its imported files exist (imports new assets first).”
Publisher declares: read-only yes · open-world no
2 inputs, 1 required
pathstringrequired“Imported asset, e.g.”fullboolean
- godot_import_setcreates or changes datadescribed as changing data
“Godot import: change an asset's import options (or importer) and reimport it.”
Publisher declares: destructive no · idempotent yes · open-world no
3 inputs, 1 required
pathstringrequired“Imported asset, e.g.”optionsobject“Option keys from import.get (full), e.g.”importerstring“Switch importer, e.g.”
- godot_export_presetsreads or searches
“Godot export: list export presets (platform, path, filters, options; secrets redacted) and whether export templates are installed.”
Publisher declares: read-only yes · open-world no
1 input
presetstring or integer“Show one preset with all its options.”
- godot_export_preset_setcreates or changes datadescribed as changing data
“Godot export: change an export preset's fields/options, or create a preset, in export_presets.cfg.”
Publisher declares: destructive no · open-world no
5 inputs
presetstring or integer“Preset name or index.”setobject“e.g.”createobjectallow_new_keysbooleanallow_secretsboolean
- godot_export_rundescribed as changing data
“Godot export: build the game with an export preset (release, debug, pack-only .pck/.zip, or patch); long-running.”
Publisher declares: destructive no · open-world no
6 inputs, 1 required
presetstringrequired“Preset name (see godot_export_presets).”modestringoutputstring“Output file; default the preset's export_path.”patchesarray“patch: base .pck files (default: the preset's patches).”allow_outside_projectboolean“Allow an absolute output path outside the project.”timeout_sinteger
- godot_code_diagnosticsreads or searches
“Godot code: GDScript errors and warnings for .gd files or a folder, from the language server.”
Publisher declares: read-only yes · open-world no
1 input, 1 required
pathsarrayrequired“.gd files or folders (res://).”
- godot_code_symbolsreads or searches
“Godot code: outline of a .gd file (funcs, signals, vars, consts, classes with lines), or find symbols by name with query.”
Publisher declares: read-only yes · open-world no
2 inputs
pathstring“.gd file to outline, or folder to search with query.”querystring“Name substring to search for across scripts.”
- godot_code_lookupreads or searches
“Godot code: hover docs, definition, references, signature, completion or highlights at a position in a .gd file.”
Publisher declares: read-only yes · open-world no
6 inputs, 2 required
pathstringrequired“.gd file (res://).”lineintegerrequired“1-based line.”columninteger“1-based column; or give symbol.”symbolstring“Identifier text on that line (instead of column).”kindstringlimitinteger“Max completion items.”
- godot_code_renamecreates or changes datadescribed as changing data
“Godot code: rename a GDScript symbol across the project via the language server (skips comments/strings).”
Publisher declares: destructive no · open-world no
7 inputs, 3 required
pathstringrequired“.gd file (res://).”lineintegerrequired“1-based line.”columninteger“1-based column; or give symbol.”symbolstring“Identifier text on that line (instead of column).”new_namestringrequired“New identifier.”dry_runbooleaninclude_commentsboolean“Also rename matches in comments/strings.”
- godot_docs_searchreads or searches
“Godot docs: search the offline class reference (engine + project classes) by class/member name or words.”
Publisher declares: read-only yes · open-world no
3 inputs, 1 required
querystringrequired“e.g.”kindstringlimitinteger
- godot_docs_classreads or searches
“Godot docs: class reference for an engine or project class, or one member ("Class.member"), as markdown.”
Publisher declares: read-only yes · open-world no
4 inputs, 1 required
namestringrequired“e.g.”membersboolean“List members with one-line briefs.”inheritedboolean“Also list inherited member names.”max_charsinteger“Cap on the whole result; default 4000, 12000 with members/inherited.”
- godot_game_treereads or searches
“Godot game: the running game's live nodes as a flat list (path, class, script, rect/pos, visible text).”
Publisher declares: read-only yes · open-world no
8 inputs
run_idstring“Default: newest running game.”rootstring“Default: current scene; "/root" adds autoloads.”depthintegermax_nodesinteger“Default 150.”namestring“Name contains.”classstring“Incl.”groupstringtextstring“Visible text contains (Label, Button, LineEdit...).”
- godot_game_getreads or searches
“Godot game: current values of a live node: script variables and non-default properties (or listed ones, "prop:sub" ok), groups; optionally signal connections and script methods.”
Publisher declares: read-only yes · open-world no
5 inputs
run_idstring“Default: newest running game.”pathstring“Node path: relative to the current scene (default ".") or /root/....”propertiesarray“Only these; "get_x()" calls a getter; ["*"] = all incl.”signalsbooleanmethodsboolean
- godot_game_editcreates or changes datadescribed as changing data
“Godot game: change the running game with ops in order: set properties, call a method (returns its value, awaits coroutines), spawn, remove, change/reload scene.”
Publisher declares: destructive no · open-world no
2 inputs, 1 required
run_idstring“Default: newest running game.”opsarrayrequired
- godot_game_evalruns code or commandsdescribed as changing data
“Godot game: evaluate code in the running game: an Expression with self = node (default; autoloads and singletons by name), or a GDScript body of func run(node, tree, inputs) (use return).”
Publisher declares: destructive yes · open-world no
5 inputs, 1 required
run_idstring“Default: newest running game.”codestringrequiredmodestringpathstring“Node path: relative to the current scene (default ".") or /root/....”inputsobject“Named values for the code.”
- godot_game_input
“Godot game: send input steps in order (keys, actions, clicks on positions or nodes, drags, scroll, typing, joypad, touch, waits).”
Publisher declares: destructive no · open-world no
2 inputs, 1 required
stepsarrayrequiredrun_idstring“Default: newest game.”
- godot_game_timeon 1 other server
“Godot game: pause/resume the whole game (Godot's suspend: no node processes; SceneTree.paused untouched), step frames or physics ticks, set speed, or wait for a node, signal, condition, frames or sec…”
Publisher declares: destructive no · open-world no
10 inputs, 1 required
actionstringrequiredframesinteger“step: frames to advance (default 1); wait_for: frames.”physics_ticksinteger“step: exactly N physics ticks instead.”scalenumber“speed: 1 = normal.”nodestring“wait_for: node to appear; signal emitter; condition base.”signalstringconditionstring“Expression on node, e.g.”secondsnumber“wait_for: game seconds.”timeout_msintegerrun_idstring“Default: newest game.”
- godot_game_record
“Godot game: record the game's input events (real and injected) with timestamps, stop to get them as compact JSON (or save to a file), and replay them with the original timing.”
Publisher declares: destructive no · open-world no
5 inputs, 1 required
actionstringrequiredpathstring“stop: save JSON here (user:// or res://); replay: load from here.”recordingobject“replay: the object stop returned.”speednumber“replay speed (default 1).”run_idstring“Default: newest game.”
- godot_game_screenshot
“Godot game: screenshot the running game (window, a node's viewport, or a region) or the editor's 2D/3D view, scaled down.”
Publisher declares: read-only yes · open-world no
10 inputs
run_idstring“Default: newest run, else the editor's game.”sourcestringnodestring“Node to frame (crop to its screen rect), or a viewport.”regionobject“Crop, in image px (window px with stretch).”max_sizeinteger“Longest side, px.”formatstringqualitynumber“JPEG; default 0.85.”save_tostring“user:// or res:// .png/.jpg (full size).”compare_tostring“Saved image to diff with (full resolution; changed_rect in viewport px).”toleranceinteger“Per-channel diff threshold.”
- godot_game_perf
“Godot game: performance monitors of the running game (fps, frame times, memory, objects, draw calls...); optionally sample frames (stats, spikes) and profile script functions.”
Publisher declares: read-only yes · open-world no
5 inputs
run_idstring“Default: newest run, else the editor's game.”sample_secondsnumber“Record every frame: min/avg/p95/max, spikes.”profile_scripts_secondsnumber“Top script functions by self time (process runs).”topinteger“Functions to list.”monitorsboolean“Full monitor snapshot.”
- godot_debug_state
“Godot debug: is the game stopped (breakpoint, error, pause)?”
Publisher declares: read-only yes · open-world no
6 inputs
frameinteger“Frame for variables (0 = innermost).”variablesbooleanglobalsboolean“Also globals (autoloads).”expandarray“Object variables to open, e.g.”waitnumber“Seconds to wait for a stop.”run_idstring“Default: newest process run.”
- godot_debug_control
“Godot debug: continue, pause, step_into/over/out (returns the new location and locals), or evaluate an expression in a stopped game (process runs).”
Publisher declares: destructive no · open-world no
5 inputs, 1 required
actionstringrequiredexpressionstring“evaluate: a Godot Expression; sees locals, self's members/methods, autoloads.”frameinteger“evaluate: stack frame (0 = innermost).”waitnumber“Seconds to wait for the next stop (default 10; continue 0).”run_idstring“Default: newest process run.”
- godot_debug_breakpoints
“Godot debug: list, add, remove or clear breakpoints of a game started with godot_run_start (process mode), running or stopped.”
Publisher declares: destructive no · idempotent yes · open-world no
3 inputs
actionstringbreakpointsarray“"res://player.gd:42" or {file, line}.”run_idstring“Default: newest process run.”
- godot_test_run
“Godot test: run GUT or GdUnit4 tests headlessly (all, a folder, a file or one test name); returns totals and failures with file:line.”
Publisher declares: destructive no · open-world no
4 inputs
pathstring“Test folder or .gd file; default all tests.”teststring“Test function name (or part of it).”frameworkstringtimeout_sinteger
- godot_editor_ui
“Godot editor: get/set the selected nodes, open a script at a line, save all scenes and scripts, or show a toast.”
Publisher declares: destructive no · open-world no
8 inputs, 1 required
actionstringrequiredpathsarray“select: node paths ([] clears).”scenestring“select/get_selection: scene to open first.”scriptstring“open_script: res:// path.”lineintegercolumnintegermessagestring“toast text.”severitystring
- godot_toolson 1 other server
“Godot tool catalog: search all available Godot operations by keyword ("search"), or get full parameter schemas for some ("describe").”
Publisher declares: read-only yes · open-world no
3 inputs, 1 required
actionstringrequiredquerystring“search: keywords, e.g.”operationsarray“describe: operation names from search, e.g.”
Each quoted sentence is the first sentence of the publisher’s own description. The kind of tool and the “changes data” mark are our AI model’s reading of that description, not something we tested: two differently worded runs had to agree, otherwise no label is shown, and nobody has checked them by hand. A tool without the “changes data” mark is described as only reading, searching or calculating, or the two runs did not agree. No tool was called. Read the publisher’s full description before relying on it. “Publisher declares” lists the hints the server itself sends with the tool (MCP annotations: read-only, destructive, idempotent, open-world); they are the publisher's claims, not checked by us. Inputs are the parameters in the tool's own input schema: name, declared type, whether it is required, and the first sentence of its description. Read 2026-10-23.
How well are its tools described?
Features #4 and #5
How clearly this server's own tool descriptions say what a tool does, and how consistent its tool list is. The first part is an AI model's yes/no reading of each description; the second part is counted. We do not turn it into a grade.
Descriptions
AI reading of each description
- Says what the tool does
- 100% of 80 tools
- Says what it returns
- 47% of 79 tools
- States limits, defaults or errors
- 29% of 77 tools
- Says when to use it
- 1% of 80 tools
- Items covered per tool
- 1.8 of 4 on average
Counted from the listing
- Parameters with a description
- 65% of 351
- Tools with a description
- 100% of 91
- Typical description length
- 136 characters
The tool set
Counted from the listing
- Tools
- 91
- Size of the list
- about 17,432 tokens for an agent to load (characters ÷ 4)
- Naming
- 91 of 91 names use snake_case
AI reading: easy to mix up
No pair found.
The AI items cover 80 of 91 tools: for a tool where two differently worded runs disagreed, that item is left out. They were not checked by hand, and no tool was called. “Easy to mix up” means two tools whose names or descriptions overlap without saying how they differ; the AI found none, comparing tools within groups of 40. We do not rate whether the tool set is complete or whether side effects are spelled out, because our AI reading of those was not reliable enough.
How do I add it to my client?
Config from the registry entry
From the npm package @shin2344234/godot-mcp
Our sandbox started this package on 2026-10-23 (a read-only session: no tool was called).
Add to CursorAn install link in the format Cursor documents, holding the Cursor config below. The command runs the publisher’s code on your machine.
Claude Desktop · claude_desktop_config.json (Settings → Developer → Edit Config)
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": [
"-y",
"@shin2344234/godot-mcp@0.1.2"
]
}
}
}Cursor · .cursor/mcp.json in a project, or ~/.cursor/mcp.json
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": [
"-y",
"@shin2344234/godot-mcp@0.1.2"
]
}
}
}VS Code · .vscode/mcp.json
{
"servers": {
"godot-mcp": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@shin2344234/godot-mcp@0.1.2"
]
}
}
}VS Code (command line) · Bash or zsh terminal (macOS, Linux)
code --add-mcp '{"name":"godot-mcp","type":"stdio","command":"npx","args":["-y","@shin2344234/godot-mcp@0.1.2"]}'Claude Code
claude mcp add --transport stdio godot-mcp -- npx -y @shin2344234/godot-mcp@0.1.2
Try it in the MCP Inspector · runs on your machine, opens in your browser · Node 22.19+
npx @modelcontextprotocol/inspector@2.11.0 -- npx -y @shin2344234/godot-mcp@0.1.2
- Optional settings the entry also lists (left out above): GODOT_PROJECT_PATH, GODOT_PATH, GODOT_MCP_MODE, GODOT_MCP_TOOLSETS, GODOT_MCP_READ_ONLY, GODOT_MCP_ALLOW_EVAL, GODOT_MCP_CONFIRM, GODOT_MCP_LOG_LEVEL, GODOT_MCP_HEADLESS_TIMEOUT_MS, GODOT_MCP_BRIDGE_TIMEOUT_MS, GODOT_MCP_LSP_PORT, GODOT_MCP_LSP_TIMEOUT_MS, GODOT_MCP_LSP_IDLE_MS, GODOT_MCP_CACHE_DIR.
- This runs the publisher's code on your machine (npx). Read its README first.
- The MCP Inspector lists the server's tools, resources and prompts; a tool you call there runs for real.
Built from the server's registry entry with each client's documented format (checked 2026-10-14; the Cursor link and the VS Code command 2026-10-19; the MCP Inspector command 2026-10-21). Values in < > are yours to fill in; this page never contains a key. Where the server needs a setting the entry does not declare, it can still fail to start.
Can it be installed, and is it up to date?
Version pin · advisories
Listed version
- Registry lists
- 0.1.2
- Latest stable
- 0.1.2
- Status
- current
- Withdrawn
- no
Source: registry.npmjs.org · 2026-10-23. About the version the registry lists; a manual install may resolve to a different one.
Dependency advisories
Counted in the full dependency tree as resolved on 2026-10-23 (npm audit). Bars share one scale. The package itself has no known vulnerability (OSV.dev).
Integrity, provenance, license
- Integrity
- sha512-/CXZiNVZIKN6F8P+O…
- Signature
- signed
- License
- MIT
Source: the package registry · 2026-10-23.
Usage
- Downloads
- 667 in the last month
Source: api.npmjs.org · 2026-10-23.
Does the registry listing match what we found?
Feature #6The registry verifies a package once, when it is published, and does not re-check it. A difference below is about the listing, not a judgement of the publisher.
| Registry says | We found | Result | Source · date |
|---|---|---|---|
| Published package can be started | Started and answered | matches | our test · 2026-10-23 |
| Version 0.1.2 on npm | Exists and can be installed | matches | npm · 2026-10-23 |
| Repository github.com/shin2344234/godot-mcp | Opens publicly | matches | api.github.com · 2026-10-23 |
Who made it?
Feature #7 · lineage
Facts about the publisher. We do not turn them into a trust score.
- Namespace
- io.github.shin2344234 · 2 servers
- GitHub owner
- a personal account (shin2344234)
- Build record
- signed
- Repository
- github.com/shin2344234/godot-mcp
- Stars
- 0
- Repository age
- 0–30 days
- Last push
- 0–30 days ago
- Archived
- no
- Security policy
- SECURITY.md
Source: the registry entry and api.github.com · 2026-10-23; security policy read from GitHub · 2026-10-23.
Publish this server? Run these checks against it yourself before release, from your own machine: a server the command starts, or your own server at its URL after a one-time proof that you control it: npx protocolprobe-selftest.
Choosing
Record checks
Public records · not a safety rating8 of 9 record checks met
- #4,141 of 15,112 packages by monthly downloads, tied with 8 others
- Not ranked by stars: 0 stars (ranked from 10)
- MetRegistry entry is active and says how to run itActive, with a package or a remote address.
- MetSource repository link opensThe linked GitHub repository is public.
- MetRepository is not archivedNot archived.
- MetCode pushed to the repository in the 90 days before our checkLast push 0-30 days before our check.
- MetRepository publishes a security policy (SECURITY.md)SECURITY.md found.
- MetPackage names its licence with a standard (SPDX) identifierMIT
- MetThe version the registry lists can be installed and is not withdrawnThe listed version exists and is current.
- Not metnpm package carries build provenance (attestation)Signed by npm, but no build attestation.
- MetNo known critical or high advisory in the package or its dependenciesNone known in the package or its dependency tree.
Read from public records only: the registry entry, npm/PyPI, GitHub and advisory databases, checked 2026-10-23. No tool was called. Only “met” and “not met” are counted, so the total differs between servers; a check that does not apply or that we could not run is listed, never counted against it. It is not a safety rating. How each check works · Leaderboards
Common questions about io.github.shin2344234/godot-mcp
Answered from the data aboveIs io.github.shin2344234/godot-mcp safe to install?
We do not rate servers as safe or unsafe. 8 of its 9 applicable record checks are met (facts from public records, each listed on this page). What the records show: Its source repository opens publicly. Its repository had a push in the last 90 days. The listed version is the latest stable release. The package itself has no known vulnerability (OSV.dev). Its full dependency tree has no known advisory. 48 of its tools describe changing data (our AI model's reading of the descriptions). These are facts with their sources on this page, not a safety guarantee, and we did not run its tools.
Has io.github.shin2344234/godot-mcp been security tested?
Partly. 4 of the 13 checks that apply to it were exercised. We started the package in an isolated sandbox and read what it declares, but this test round was read-only, so its tools were not called. No security verdict is published before verification.
What can io.github.shin2344234/godot-mcp do?
It lists 91 tools. In our AI model's reading of their descriptions (two runs had to agree, nobody checked it by hand), they include tools that read or search, create or change data, delete, run code or commands and control a browser or desktop. We did not call any tool, so this describes the text, not the behaviour.
Can io.github.shin2344234/godot-mcp change or delete data?
48 of its tools say in their description that they create, edit, delete, send or run something (our AI model's reading). We did not call any tool, so we cannot say what actually happens.
Does io.github.shin2344234/godot-mcp publish a security policy?
Yes: its repository has a public security policy (github.com/shin2344234/godot-mcp/blob/HEAD/SECURITY.md). That is the publisher's statement, not permission for us to test the server, and we call none of its tools.
Is the listed version current?
Yes. The registry lists 0.1.2, the latest stable release on npm.
Where is the source code of io.github.shin2344234/godot-mcp?
In github.com/shin2344234/godot-mcp, which opens publicly.
Found this page useful?
Anonymous · no sign-inA quick, anonymous reaction — no account, no email. One per kind from your browser. The tally updates when the page is next refreshed, and it is only a rough count, never a safety rating or a measured number of people.
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Active servers whose topic is also “developer-tools” and that have at least one tool of the same kind; most kinds in common first, then most GitHub stars. The topic and the tool kinds are an AI model's reading of the publishers' descriptions, not checked by hand. Similar is not a recommendation.
Compare with another server
Side by side: registry entry, our read-only session, the tools and the 18 classification fields. Same values as each page; no score.
Security testing
What did we test, and what did we leave out?
18 checks · features #1, #2
Not probed (read-only run)
We started the package in an isolated sandbox and read what it declares, but this test round was read-only, so its tools were not called. No security score is given; a check we did not run is never counted as passed.
- Inventory: exercised
- Hidden instructions: exercised
- Real execution: not run · our policy
- Secret leak: not run · nothing to check it against
- Internal addresses: not run · our policy
- Unconfirmed changes: not run · our policy
- Bad input: not run · our policy
- Model requests: not run · nothing to check it against
- Sensitive questions: not run · nothing to check it against
- Folder boundary: not run · our policy
- Log leaks: not run · nothing to check it against
- Hidden content: exercised
- Fake assistant turns: exercised
- Token passthrough: not applicable
- Token audience: not applicable
- Sign-in redirect: not applicable
- Consent handling: not applicable
- Sign-in metadata: not applicable
4 exercised9 not run (reason given)5 not applicable
Each check ends in exactly one state: exercised, not run (with the reason), or not applicable (with the reason). 4 of the 13 checks that apply to it were exercised. We do not publish security-check outcomes for named servers.
- 1Inventory
tool-listReads the declared tools, resources and prompts.exercised - 2Hidden instructions
description-poisoningLooks for hidden instructions in tool descriptions.exercised - 12Hidden content
audience-hidingChecks resources that hide content from the user.exercised - 13Fake assistant turns
fake-assistant-turnChecks prompts that pose as the assistant's own words.exercised
- 3Real execution
real-executionCalls a tool and checks what really happens.This check calls the package's tools. This test round was read-only, so no tool was called; tools can act on outside services with the publisher's or a user's account.not run · our policy - 4Secret leak
canary-leakPlants a fake secret and checks whether it leaks.This check needs at least one successful tool call to have something to check, and no tool was called.not run · nothing to check it against - 5Internal addresses
ssrfChecks whether a tool can be steered to internal addresses.This check calls the package's tools. This test round was read-only, so no tool was called; tools can act on outside services with the publisher's or a user's account.not run · our policy - 6Unconfirmed changes
write-without-confirmationChecks whether tools that change data act without asking.This check calls the package's tools. This test round was read-only, so no tool was called; tools can act on outside services with the publisher's or a user's account.not run · our policy - 7Bad input
error-handlingSends bad input and watches how the server answers.This check calls the package's tools. This test round was read-only, so no tool was called; tools can act on outside services with the publisher's or a user's account.not run · our policy - 8Model requests
samplingChecks whether the server asks the client's model to act for it.This check needs at least one successful tool call to have something to check, and no tool was called.not run · nothing to check it against - 9Sensitive questions
elicitation-sensitive-dataChecks whether the server asks users for sensitive data.This check needs at least one successful tool call to have something to check, and no tool was called.not run · nothing to check it against - 10Folder boundary
root-boundaryChecks whether the server reaches outside the folders it was given.This check calls the package's tools. This test round was read-only, so no tool was called; tools can act on outside services with the publisher's or a user's account.not run · our policy - 11Log leaks
logging-side-channelChecks whether log messages carry data they should not.This check needs at least one successful tool call to have something to check, and no tool was called.not run · nothing to check it against
- 14Token passthrough
token-passthroughChecks whether the server forwards a user's token to other services.The server runs locally over standard input/output, so there is no sign-in flow to check.not applicable - 15Token audience
token-audience-validationChecks whether tokens meant for another service are accepted.The server runs locally over standard input/output, so there is no sign-in flow to check.not applicable - 16Sign-in redirect
open-redirectChecks the sign-in redirect for abuse.The server runs locally over standard input/output, so there is no sign-in flow to check.not applicable - 17Consent handling
confused-deputyChecks consent handling when one service acts for another.The server runs locally over standard input/output, so there is no sign-in flow to check.not applicable - 18Sign-in metadata
oauth-url-schemeChecks the published sign-in metadata for unsafe URLs.The server runs locally over standard input/output, so there is no sign-in flow to check.not applicable
Source: our own test in an isolated sandbox, 2026-10-23, mcp-runtime-engine@0.1.0. Which checks count and why follows our published scoring model.
What happened during the test?
Feature #8
The steps in order, as the test record holds them.
- 0 msStarted the published package in an isolated sandbox (read-only mode)
- 3,452 msConnected after 0 redirects.
- Read the inventory: 91 tools, 3 resources, 4 prompts.
- 6,305 msFinished: 4 checks exercised.
Reference
How is it classified?
18 fields
One value per field, each with its source. Fields written by AI models are marked. A field with no value says why.
“Not stated” means the source did not state it; “does not apply” means it does not apply to this kind of server; “our limit” means our own lookup failed. A linked value opens the directory filtered to the same value.
Cite or correct this page
Sources and corrections
Suggested citation
ProtocolProbe. “io.github.shin2344234/godot-mcp: MCP server record.” Data checked 2026-10-23. https://protocolprobe.com/mcp/servers/io.github.shin2344234/godot-mcp
Figures are valid for the date shown. Our facts on this page are CC BY 4.0: reuse them with a link and the check date. Quoted text (the publisher’s descriptions, website quotes, tool names) is not ours to license.
As JSON: this record in the API · API documentation.
Badge for your README
[](https://protocolprobe.com/mcp/servers/io.github.shin2344234/godot-mcp)
It shows this server's record-check count: facts from public records, no tool called. It is not a security rating or a pass. It links here and updates after each data reload.
Something wrong, or is this yours?
If a fact here is wrong, tell us and we will re-check it. If you operate this server, you can run our checks on it yourself with the free self-test command; we call no server’s tools ourselves for anything shown here.
Write to hello@protocolprobe.com · corrections log · methodology