{"passport":{"unfragile":{"@version":"1.0","version":"2026-05","artifact":{"id":"awesome-godot-mcp","slug":"godot-mcp","name":"Godot MCP","type":"mcp","url":"https://github.com/Coding-Solo/godot-mcp","page_url":"https://unfragile.ai/godot-mcp","categories":["mcp-servers"],"tags":[],"pricing":{"model":"open_source","free":true,"starting_price":null},"status":"active","verified":false},"capabilities":[{"id":"awesome-godot-mcp__cap_0","uri":"capability://tool.use.integration.mcp.compliant.tool.registration.and.request.routing","name":"mcp-compliant tool registration and request routing","description":"Implements the Model Context Protocol specification by registering discrete tools with the MCP server and routing incoming requests from AI assistants (Claude via Cline, Cursor) to appropriate handlers. The GodotServer class manages tool metadata, parameter schemas, and request dispatching through a centralized registry that normalizes camelCase/snake_case parameter conversion before execution.","intents":["Enable Claude or Cursor to discover available Godot operations through standardized MCP tool definitions","Route AI assistant requests to the correct Godot operation handler without manual integration code","Normalize parameter naming conventions between AI assistant conventions and Godot's snake_case API"],"best_for":["AI-assisted game development teams using Claude or Cursor as their primary IDE","Developers building LLM agents that need standardized access to game engine operations","Game studios automating scene and asset management through AI orchestration"],"limitations":["Requires MCP-compatible client (Claude, Cursor, or custom MCP client) — standalone HTTP/REST access not supported","Parameter schema validation happens at registration time; runtime type mismatches may cause silent failures","No built-in request queuing or rate limiting — concurrent requests may overwhelm Godot's single-threaded editor"],"requires":["Node.js 16+ (for MCP server runtime)","Godot 4.0+ (for GDScript execution and CLI compatibility)","MCP-compatible client application (Claude, Cursor, or custom implementation)"],"input_types":["JSON-RPC 2.0 requests with tool name and parameters","Structured parameter objects matching registered tool schemas"],"output_types":["JSON-RPC 2.0 responses with tool results","Structured success/error responses with Godot operation output"],"categories":["tool-use-integration","mcp-protocol"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_1","uri":"capability://automation.workflow.godot.executable.detection.and.project.validation","name":"godot executable detection and project validation","description":"Automatically discovers the Godot executable path on the system and validates project structure before executing operations. The system searches standard installation locations, checks for valid project.godot configuration files, and verifies Godot version compatibility. This prevents execution errors by failing fast when prerequisites are missing or misconfigured.","intents":["Automatically locate Godot installation without requiring manual path configuration","Validate that a directory is a valid Godot project before attempting operations","Ensure the installed Godot version supports requested features (e.g., UID management in 4.4+)"],"best_for":["Teams with multiple Godot versions installed who need automatic version detection","CI/CD pipelines that must validate project structure before running automated operations","Developers new to Godot who may not know where the engine is installed"],"limitations":["Detection only works for standard installation paths — custom Godot builds or non-standard installations may not be found","Version detection relies on CLI output parsing — future Godot versions with different output formats may break detection","No support for Godot 3.x projects — only validates Godot 4.0+ compatibility"],"requires":["Godot 4.0+ installed in a standard system location or PATH","Valid project.godot file in the target project directory","Read permissions on Godot installation and project directories"],"input_types":["Project directory path (string)","Optional explicit Godot executable path (string)"],"output_types":["Godot executable path (string)","Godot version number (string)","Project validation status (boolean with error details)"],"categories":["automation-workflow","validation"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_10","uri":"capability://automation.workflow.godot.version.detection.and.feature.compatibility.checking","name":"godot version detection and feature compatibility checking","description":"Detects the installed Godot version through CLI execution and validates feature availability (e.g., UID support in 4.4+). The system parses Godot's version output, compares against known feature requirements, and returns compatibility status. This enables the MCP server to gracefully degrade or fail fast when requested features are unavailable in the installed Godot version.","intents":["Determine which Godot version is installed on the system","Check if specific features (UIDs, headless mode) are available","Provide version-specific error messages when features are unavailable"],"best_for":["Teams with multiple Godot versions installed needing version-aware operations","CI/CD pipelines that must validate Godot version before running operations","Developers building version-agnostic tools that adapt to available features"],"limitations":["Version detection relies on CLI output parsing — custom Godot builds with modified version strings may not be detected","Feature compatibility is hardcoded based on known version mappings — new Godot versions require MCP server updates","No support for Godot 3.x — only validates Godot 4.0+ compatibility"],"requires":["Godot 4.0+ installed and accessible via PATH or explicit path","Godot CLI with --version flag support"],"input_types":["Optional explicit Godot executable path (string)"],"output_types":["Godot version (string, e.g., '4.4.0')","Feature availability map (JSON object with feature names and boolean values)","Error details if version detection fails"],"categories":["automation-workflow","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_11","uri":"capability://data.processing.analysis.parameter.normalization.and.schema.validation","name":"parameter normalization and schema validation","description":"Normalizes parameter naming conventions between AI assistant conventions (camelCase) and Godot API conventions (snake_case) through automatic conversion in the GodotServer class. The system maintains parameter schemas for each tool, validates incoming parameters against schemas, and converts naming conventions before passing to GDScript or CLI execution. This eliminates manual parameter mapping and reduces integration friction.","intents":["Automatically convert camelCase parameters from AI assistants to snake_case for Godot APIs","Validate parameters against tool schemas before execution","Provide clear error messages when required parameters are missing or invalid"],"best_for":["Developers building AI-assisted tools that bridge different naming conventions","Teams integrating multiple systems with incompatible parameter naming","MCP server implementations requiring robust parameter validation"],"limitations":["Conversion rules are hardcoded for specific parameter names — new parameters require manual schema updates","Validation is shallow (type checking only) — complex nested objects may pass validation with invalid structures","No support for custom parameter transformations — only camelCase/snake_case conversion is automatic"],"requires":["Parameter schemas defined for each tool in the MCP server","Consistent naming conventions in tool implementations"],"input_types":["JSON object with camelCase parameter names"],"output_types":["JSON object with snake_case parameter names (internal)","Validation error messages (string) if parameters are invalid"],"categories":["data-processing-analysis","tool-use-integration"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_12","uri":"capability://safety.moderation.error.handling.and.response.formatting","name":"error handling and response formatting","description":"Provides consistent error handling and response formatting across all MCP tools through centralized error handlers in the GodotServer class. The system catches exceptions from CLI execution and GDScript operations, formats errors with context (operation name, parameters, stderr output), and returns structured error responses following MCP specification. This enables AI assistants to understand failures and retry with corrected parameters.","intents":["Provide clear error messages when operations fail","Include context (operation name, parameters, stderr) in error responses","Enable AI assistants to diagnose and retry failed operations"],"best_for":["Developers building AI-assisted tools requiring robust error handling","Teams implementing MCP servers that must provide consistent error responses","Game development teams needing detailed operation failure diagnostics"],"limitations":["Error messages are limited to text output — no structured error codes or error hierarchies","Stderr output is included in responses, which may expose sensitive information (file paths, system details)","Error recovery is manual — the MCP server does not automatically retry failed operations"],"requires":["Proper exception handling in all tool implementations","Consistent error message formatting across tools"],"input_types":["Exception objects from CLI or GDScript execution"],"output_types":["Structured error response (JSON object with operation, parameters, error message, stderr)","HTTP status codes (for REST-based MCP clients)"],"categories":["safety-moderation","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_2","uri":"capability://automation.workflow.dual.execution.strategy.cli.commands.and.bundled.gdscript","name":"dual-execution strategy: cli commands and bundled gdscript","description":"Routes operations through two execution paths: direct CLI commands for simple operations (launching editor, getting version) and bundled GDScript for complex operations requiring deep Godot API access. This hybrid approach eliminates temporary file creation, centralizes operation logic in the MCP server, and provides consistent error handling across both execution paths through a unified operation executor.","intents":["Execute simple Godot operations (launch editor, get version) with minimal overhead via CLI","Perform complex scene manipulation and asset operations that require Godot's full API through GDScript","Maintain consistent error handling and response formatting regardless of execution path"],"best_for":["Game development teams needing both quick editor launches and deep scene manipulation","Developers building automated asset pipelines that require Godot API access","Teams avoiding temporary file creation for security or performance reasons"],"limitations":["GDScript execution requires Godot editor to be running or headless mode enabled — CLI-only operations cannot access scene data","Bundled GDScript is embedded in the MCP server binary, making updates require server restart","No support for custom GDScript — only pre-bundled operations are available; extending requires modifying server source"],"requires":["Godot 4.0+ CLI with --headless or --editor-mode support","GDScript knowledge to understand bundled operation implementations","Write permissions to project directory for scene save operations"],"input_types":["Operation name (string)","Operation parameters (JSON object)","Project path (string)"],"output_types":["Operation result (string or structured data)","Error messages with Godot stderr output","Exit codes from CLI commands"],"categories":["automation-workflow","code-generation-editing"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_3","uri":"capability://code.generation.editing.scene.creation.and.node.hierarchy.manipulation","name":"scene creation and node hierarchy manipulation","description":"Provides tools to create new scene files with specified root nodes and add nodes to existing scenes through GDScript execution. The system accepts scene paths, node types, and parent node references, then executes bundled GDScript that instantiates nodes, sets properties, and saves the scene file. This enables AI assistants to programmatically build game hierarchies without manual editor interaction.","intents":["Create new scene files with a specific root node type (Node2D, Node3D, Control, etc.)","Add child nodes to existing scenes at specified parent locations","Build complex node hierarchies programmatically for procedural level generation or asset creation"],"best_for":["Developers automating scene generation for procedurally-generated levels","Game studios building asset pipelines that create scenes from data files","AI-assisted game development where Claude generates scene structures"],"limitations":["Node property assignment is limited to basic types — complex properties (curves, animations) require manual editor setup","No support for instancing existing scenes — only creates new scenes with basic node types","Scene creation does not validate node type compatibility — invalid node types fail silently at save time"],"requires":["Valid Godot project with res:// path accessible","Write permissions to the scenes directory","Godot 4.0+ with GDScript scene API support"],"input_types":["Scene file path (string, res:// format)","Root node type (string, e.g., 'Node2D', 'Node3D')","Parent node path (string for add_node operations)","Node properties (JSON object with property names and values)"],"output_types":["Scene file created confirmation (boolean)","Node UID (string, Godot 4.4+)","Scene save status with error details"],"categories":["code-generation-editing","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_4","uri":"capability://automation.workflow.sprite.and.texture.asset.loading","name":"sprite and texture asset loading","description":"Loads texture files into Sprite2D nodes through GDScript execution that sets the texture property and optionally configures sprite parameters (scale, offset, animation frames). The system accepts sprite node paths, texture file paths, and optional configuration parameters, then executes bundled GDScript that loads the texture resource and applies settings without requiring editor interaction.","intents":["Load image files as textures into existing Sprite2D nodes","Configure sprite properties (scale, offset, centered) programmatically","Automate sprite setup for procedurally-generated game objects"],"best_for":["Developers building automated asset pipelines for 2D games","Game studios generating sprite-heavy content programmatically","AI-assisted game development for rapid 2D asset integration"],"limitations":["Only supports Sprite2D nodes — no support for Sprite3D, TextureRect, or other texture-using nodes","Texture must already exist in the project — no image file import or conversion","Animation frame setup is limited to basic grid configurations — complex animation setups require manual editor work"],"requires":["Valid Sprite2D node in an open or saved scene","Texture file already imported into the Godot project (res:// path)","Write permissions to the scene file"],"input_types":["Sprite node path (string, e.g., 'Node2D/Sprite2D')","Texture file path (string, res:// format)","Optional sprite configuration (JSON object with scale, offset, centered properties)"],"output_types":["Texture load confirmation (boolean)","Updated sprite properties (JSON object)","Error details if texture file not found"],"categories":["automation-workflow","image-visual"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_5","uri":"capability://automation.workflow.project.execution.and.debug.output.capture","name":"project execution and debug output capture","description":"Launches Godot projects in headless or editor mode and captures console output in real-time through CLI execution with output stream redirection. The system starts the project process, monitors stderr/stdout, and provides a get_debug_output tool to retrieve accumulated output. This enables AI assistants to test game logic, observe runtime behavior, and diagnose errors without manual console monitoring.","intents":["Run a Godot project and capture all console output for analysis","Monitor game behavior during execution to identify runtime errors","Test game logic changes without manual editor interaction"],"best_for":["Developers building automated game testing pipelines","AI-assisted game development where Claude tests code changes","Teams running headless game servers or batch testing"],"limitations":["Output capture is limited to console text — no access to visual rendering or input simulation","Headless mode may not execute visual-dependent code paths — rendering-specific bugs won't be detected","Output buffer is in-memory only — large outputs may consume significant memory; no built-in log rotation"],"requires":["Godot 4.0+ with headless mode support","Valid Godot project with executable scenes","No other Godot processes running on the same project (file locking)"],"input_types":["Project path (string)","Optional scene to run (string, defaults to main scene)","Optional command-line arguments (array of strings)"],"output_types":["Process ID (number)","Console output (string, accumulated)","Exit code (number when process terminates)"],"categories":["automation-workflow","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_6","uri":"capability://automation.workflow.project.termination.and.resource.cleanup","name":"project termination and resource cleanup","description":"Stops running Godot project processes and performs cleanup through process termination signals. The system tracks active project processes, sends SIGTERM or equivalent signals, and verifies process termination. This ensures clean shutdown of game instances and prevents resource leaks when testing multiple project iterations.","intents":["Stop a running Godot project process cleanly","Terminate long-running tests or debug sessions","Prevent resource exhaustion from multiple project launches"],"best_for":["Developers running automated test suites with multiple project launches","AI-assisted game development requiring rapid iteration and testing","CI/CD pipelines that must clean up processes between test runs"],"limitations":["Process termination relies on SIGTERM — processes with signal handlers may not terminate immediately","No graceful shutdown hooks — unsaved data in running projects will be lost","Termination is synchronous and may block the MCP server if process is unresponsive"],"requires":["Active Godot project process started through run_project","Process ID tracking enabled in the MCP server","OS-level process termination permissions"],"input_types":["Project path (string) or process ID (number)"],"output_types":["Termination status (boolean)","Exit code (number)","Error details if termination fails"],"categories":["automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_7","uri":"capability://automation.workflow.3d.mesh.library.export.and.gridmap.asset.preparation","name":"3d mesh library export and gridmap asset preparation","description":"Exports 3D scenes as MeshLibrary assets for use with GridMap nodes through GDScript execution. The system accepts a 3D scene path, extracts mesh and material data from nodes, and generates a .meshlib file that GridMap can reference. This enables AI assistants to convert 3D models into reusable tile assets for procedural level generation.","intents":["Convert a 3D scene into a MeshLibrary for GridMap use","Prepare 3D models as reusable tile assets for level generation","Automate asset pipeline for procedurally-generated 3D levels"],"best_for":["Developers building 3D games with procedurally-generated levels using GridMap","Game studios automating 3D asset preparation pipelines","AI-assisted game development for rapid 3D level generation"],"limitations":["Only exports mesh geometry and materials — animations, physics bodies, and scripts are not included in the MeshLibrary","MeshLibrary export requires specific node structure (MeshInstance3D nodes) — arbitrary 3D scenes may not export correctly","No support for custom mesh properties or metadata — exported meshes use default GridMap tile behavior"],"requires":["Valid 3D scene with MeshInstance3D nodes","Godot 4.0+ with MeshLibrary support","Write permissions to the project directory for .meshlib file creation"],"input_types":["Scene file path (string, res:// format)","Output MeshLibrary path (string, res:// format)"],"output_types":["MeshLibrary file created confirmation (boolean)","Exported mesh count (number)","Error details if export fails"],"categories":["automation-workflow","image-visual"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_8","uri":"capability://automation.workflow.scene.persistence.and.file.i.o","name":"scene persistence and file i/o","description":"Saves scene modifications to disk through GDScript execution that calls Godot's scene save API. The system accepts a scene path and optional node modifications, executes bundled GDScript to persist changes, and returns save status with error details. This ensures that programmatic scene edits are preserved and available for subsequent operations or manual editing.","intents":["Persist scene modifications made through add_node or load_sprite operations","Save scene state after programmatic changes for manual editor review","Ensure scene files are synchronized with in-memory state"],"best_for":["Developers building automated scene generation pipelines","Game studios automating asset creation workflows","AI-assisted game development requiring persistent scene modifications"],"limitations":["Save operation is synchronous and blocks the MCP server until completion","No version control integration — overwrites existing scene files without backup","Save validation is minimal — corrupted scene files may be written if GDScript execution fails mid-save"],"requires":["Valid scene file path (res:// format)","Write permissions to the scene file directory","Godot 4.0+ with PackedScene save API"],"input_types":["Scene file path (string, res:// format)"],"output_types":["Save status (boolean)","File modification timestamp (string)","Error details if save fails"],"categories":["automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"awesome-godot-mcp__cap_9","uri":"capability://data.processing.analysis.resource.uid.management.and.reference.tracking.godot.4.4","name":"resource uid management and reference tracking (godot 4.4+)","description":"Manages unique identifiers (UIDs) for Godot resources to enable robust reference tracking across scene and asset files. The system provides get_uid to retrieve UIDs for specific resources and update_project_uids to refresh all UIDs in a project after file reorganization. This leverages Godot 4.4's UID system to maintain referential integrity when assets are moved or renamed.","intents":["Retrieve the UID for a specific resource to use in cross-references","Update all UIDs in a project after moving or reorganizing asset files","Maintain referential integrity when programmatically manipulating project structure"],"best_for":["Developers building automated asset organization pipelines","Game studios managing large projects with frequent asset reorganization","AI-assisted game development requiring robust asset reference management"],"limitations":["UID management is only available in Godot 4.4+ — earlier versions will fail silently","get_uid requires the resource to already exist in the project — non-existent resources return error","update_project_uids is a full-project operation that may be slow on large projects with thousands of assets"],"requires":["Godot 4.4+ with UID system support","Valid resource file paths (res:// format)","Write permissions to project directory for UID updates"],"input_types":["Resource file path (string, res:// format) for get_uid","Project path (string) for update_project_uids"],"output_types":["Resource UID (string, format: 'uid://xxxxx') for get_uid","Update status (boolean) for update_project_uids","Error details if UID operations fail"],"categories":["data-processing-analysis","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0}],"trust":{"score":32,"verified":false,"data_access_risk":"high","permissions":["Node.js 16+ (for MCP server runtime)","Godot 4.0+ (for GDScript execution and CLI compatibility)","MCP-compatible client application (Claude, Cursor, or custom implementation)","Godot 4.0+ installed in a standard system location or PATH","Valid project.godot file in the target project directory","Read permissions on Godot installation and project directories","Godot 4.0+ installed and accessible via PATH or explicit path","Godot CLI with --version flag support","Parameter schemas defined for each tool in the MCP server","Consistent naming conventions in tool implementations"],"failure_modes":["Requires MCP-compatible client (Claude, Cursor, or custom MCP client) — standalone HTTP/REST access not supported","Parameter schema validation happens at registration time; runtime type mismatches may cause silent failures","No built-in request queuing or rate limiting — concurrent requests may overwhelm Godot's single-threaded editor","Detection only works for standard installation paths — custom Godot builds or non-standard installations may not be found","Version detection relies on CLI output parsing — future Godot versions with different output formats may break detection","No support for Godot 3.x projects — only validates Godot 4.0+ compatibility","Version detection relies on CLI output parsing — custom Godot builds with modified version strings may not be detected","Feature compatibility is hardcoded based on known version mappings — new Godot versions require MCP server updates","No support for Godot 3.x — only validates Godot 4.0+ compatibility","Conversion rules are hardcoded for specific parameter names — new parameters require manual schema updates","builder identity is not verified yet","no observed match outcomes yet"],"rank_breakdown":{"adoption":0.05,"quality":0.5,"ecosystem":0.39999999999999997,"match_graph":0.25,"freshness":0.52,"weights":{"adoption":0.25,"quality":0.25,"ecosystem":0.15,"match_graph":0.23,"freshness":0.12}},"observed_outcomes":{"matches":0,"success_rate":0,"avg_confidence":0,"top_intents":[],"last_matched_at":null},"maintenance":{"status":"active","updated_at":"2026-06-17T09:51:03.040Z","last_scraped_at":"2026-05-03T14:00:15.503Z","last_commit":null},"community":{"stars":null,"forks":null,"weekly_downloads":null,"model_downloads":null,"model_likes":null}},"distribution":{"claim_url":"https://unfragile.ai/submit?claim=godot-mcp","compare_url":"https://unfragile.ai/compare?artifact=godot-mcp"}},"signature":"/qeJRAn/AgFGR897Z7npAVQkRf1di+U2KntqrKE0x21BnomU8ZPqFUhEf4ejdDEGNj34UIsx8xtD1nMucxzYCg==","signedAt":"2026-06-22T04:33:38.402Z","signedBy":"unfragile.ai","version":1},"_links":{"self":"https://unfragile.ai/api/v1/passport/godot-mcp","artifact":"https://unfragile.ai/godot-mcp","verify":"https://unfragile.ai/api/v1/verify?slug=godot-mcp","publicKey":"https://unfragile.ai/api/v1/trust-passport-public-key","spec":"https://unfragile.ai/trust","schema":"https://unfragile.ai/schema.json","docs":"https://unfragile.ai/docs"}}