{"passport":{"unfragile":{"@version":"1.0","version":"2026-05","artifact":{"id":"npm_npm-godot-mcp-server","slug":"npm-godot-mcp-server","name":"godot-mcp-server","type":"mcp","url":"https://www.npmjs.com/package/godot-mcp-server","page_url":"https://unfragile.ai/npm-godot-mcp-server","categories":["mcp-servers"],"tags":["mcp","godot","game-development","ai-assistant"],"pricing":{"model":"open_source","free":true,"starting_price":null},"status":"active","verified":false},"capabilities":[{"id":"npm_npm-godot-mcp-server__cap_0","uri":"capability://tool.use.integration.godot.project.introspection.and.metadata.extraction","name":"godot project introspection and metadata extraction","description":"Exposes Godot project structure, scene hierarchy, script files, and engine metadata through MCP protocol endpoints. Implements file-system scanning and GDScript AST parsing to catalog project assets, node trees, and class definitions without requiring Godot editor to be running. Returns structured JSON representations of project topology for AI context building.","intents":["Get a complete map of my Godot project structure to provide context to an AI assistant","Extract scene hierarchies and node relationships for code generation tasks","Retrieve GDScript class definitions and method signatures for AI-assisted refactoring","Understand project dependencies and asset organization for debugging"],"best_for":["Game developers using Claude or other MCP-compatible AI assistants for Godot development","Teams building AI-assisted game development workflows","Solo indie developers prototyping games with AI pair programming"],"limitations":["Requires project to follow standard Godot directory conventions; custom folder structures may not be fully indexed","GDScript parsing is AST-based and may not handle all edge cases in complex metaprogramming patterns","No real-time sync — metadata is point-in-time snapshot; changes require re-scan","Limited to local filesystem access; cannot introspect remote or cloud-based Godot projects"],"requires":["Godot 4.0+ project structure","Node.js 16+ runtime for MCP server","MCP-compatible client (Claude, custom LLM application)","Read access to project filesystem"],"input_types":["project_path (string)","scene_file_path (string)","script_file_path (string)"],"output_types":["JSON (project metadata)","JSON (scene hierarchy)","JSON (GDScript AST/signatures)"],"categories":["tool-use-integration","data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"npm_npm-godot-mcp-server__cap_1","uri":"capability://code.generation.editing.gdscript.code.generation.and.completion","name":"gdscript code generation and completion","description":"Generates GDScript code snippets, class stubs, and method implementations based on project context and user prompts. Leverages project introspection to understand existing class hierarchies and coding patterns, then uses LLM to synthesize new code that matches project conventions. Integrates with MCP tool-calling to accept structured requests for specific code patterns (e.g., 'generate a physics-based player controller').","intents":["Generate boilerplate GDScript classes that inherit from project base classes","Create signal handlers and callback methods matching existing code style","Stub out scene-specific scripts with proper node references and lifecycle methods","Generate input handling, physics, and animation code following project patterns"],"best_for":["Game developers accelerating prototyping with AI-assisted scripting","Teams establishing coding standards and wanting AI to enforce them","Developers learning Godot who want pattern-based code suggestions"],"limitations":["Generated code requires manual review for game logic correctness; AI may produce syntactically valid but semantically incorrect physics or gameplay code","No built-in testing or validation — generated scripts are not automatically tested against project","Limited to GDScript 2.0 syntax; older GDScript 1.0 projects may require manual adaptation","Cannot generate complex multi-file refactorings; works best for single-file or single-class generation"],"requires":["Godot 4.0+ (GDScript 2.0)","Project introspection capability enabled","LLM backend with function-calling support (Claude, GPT-4, etc.)","MCP client integration"],"input_types":["code_request (string description)","context_scope (scene/class/method)","style_reference (existing script file)"],"output_types":["GDScript code (string)","code_diff (structured changes)"],"categories":["code-generation-editing","tool-use-integration"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"npm_npm-godot-mcp-server__cap_2","uri":"capability://tool.use.integration.scene.and.node.tree.manipulation.via.mcp","name":"scene and node tree manipulation via mcp","description":"Provides MCP tools to query and modify Godot scene hierarchies programmatically. Parses .tscn (scene) files and exposes node tree structure, properties, and connections as queryable data. Supports read operations (list nodes, get properties) and write operations (add nodes, modify properties, update connections) by manipulating scene files directly or via Godot's GDScript API if editor is running.","intents":["Query scene structure to understand node relationships and dependencies","Programmatically add or remove nodes from scenes based on game design requirements","Modify node properties (position, scale, material, etc.) in bulk across multiple scenes","Update signal connections and node references when refactoring scene structure"],"best_for":["Developers automating scene setup and configuration tasks","Teams building procedural level generation or dynamic scene composition","Game designers wanting to script scene modifications without manual editor work"],"limitations":["Scene file manipulation is text-based; complex scene changes may require Godot editor validation to ensure consistency","No undo/redo support — changes are direct file writes; requires external version control for safety","Cannot modify scenes that are currently open in Godot editor without reload; potential for conflicts","Limited to Godot 4.0+ .tscn format; older project formats not supported"],"requires":["Godot 4.0+ project","Write access to .tscn scene files","MCP server running with file system access","Optional: Godot editor running for live scene updates"],"input_types":["scene_path (string)","node_path (string, NodePath format)","property_updates (JSON object)","node_definition (JSON with type, properties)"],"output_types":["node_tree (JSON hierarchy)","property_values (JSON)","operation_result (success/error)"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"npm_npm-godot-mcp-server__cap_3","uri":"capability://code.generation.editing.gdscript.debugging.and.error.analysis","name":"gdscript debugging and error analysis","description":"Captures GDScript runtime errors, warnings, and debug output from Godot execution and surfaces them to MCP clients for analysis. Parses Godot debug console output and error stack traces to extract file paths, line numbers, and error messages. Integrates with project introspection to provide source code context and suggest fixes based on error patterns and project conventions.","intents":["Get AI analysis of runtime errors with suggested fixes based on project context","Understand error stack traces and trace execution flow through multiple GDScript files","Identify common error patterns and get refactoring suggestions to prevent them","Debug script behavior by analyzing console output and error logs"],"best_for":["Developers using AI assistants to troubleshoot game runtime issues","Teams wanting automated error analysis and fix suggestions","Solo developers learning Godot who need help understanding error messages"],"limitations":["Requires Godot editor or headless instance to be running; cannot analyze errors from offline builds","Error context is limited to console output; cannot inspect runtime memory state or variable values","Fix suggestions are heuristic-based and may not address root cause; require developer verification","No integration with Godot's built-in debugger; only console-based error capture"],"requires":["Godot 4.0+ running in debug mode","Access to Godot debug console output (stdout/stderr)","Project introspection capability for context","MCP client with LLM backend for analysis"],"input_types":["error_log (string, console output)","stack_trace (string, Godot format)","script_context (optional, specific file)"],"output_types":["error_analysis (JSON with parsed components)","suggested_fixes (array of strings)","context_code (relevant source snippets)"],"categories":["code-generation-editing","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"npm_npm-godot-mcp-server__cap_4","uri":"capability://data.processing.analysis.asset.and.resource.discovery.with.ai.context","name":"asset and resource discovery with ai context","description":"Scans Godot project for game assets (textures, models, audio, animations, shaders) and exposes metadata through MCP. Catalogs resource paths, file types, and properties (resolution, format, duration) to build a queryable asset inventory. Enables AI assistants to understand available resources and suggest asset usage in code generation or scene composition tasks.","intents":["Query available textures, models, and audio files to reference in generated code","Get recommendations for which assets to use in a scene based on project inventory","Understand asset organization and naming conventions to maintain consistency","Automate asset assignment in scenes (e.g., apply textures to materials, assign audio to players)"],"best_for":["Game developers wanting AI to suggest appropriate assets during code generation","Teams with large asset libraries needing AI-assisted asset discovery","Developers automating asset assignment and material setup"],"limitations":["Asset metadata is static; does not track asset usage or dependencies in real-time","Cannot analyze asset content (e.g., image dimensions, audio duration) without parsing file headers; may be slow for large projects","No asset preview generation; AI cannot see visual content, only metadata","Limited to standard Godot resource formats; custom resource types may not be indexed"],"requires":["Godot 4.0+ project structure","Read access to res:// filesystem","Asset files in standard Godot formats (PNG, JPG, OGG, GLTF, etc.)","MCP server with file scanning capability"],"input_types":["asset_type_filter (string: texture, model, audio, etc.)","search_query (string, asset name or path)"],"output_types":["asset_list (JSON array with metadata)","asset_properties (JSON with dimensions, format, duration)"],"categories":["data-processing-analysis","search-retrieval"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"npm_npm-godot-mcp-server__cap_5","uri":"capability://memory.knowledge.godot.documentation.and.api.reference.lookup","name":"godot documentation and api reference lookup","description":"Provides MCP tools to query Godot engine documentation and API reference data. Indexes Godot class definitions, method signatures, property types, and signal definitions from official documentation or bundled reference data. Enables AI assistants to look up correct API usage, parameter types, and return values when generating or reviewing GDScript code.","intents":["Look up correct method signatures and parameter types for Godot classes","Find available signals and properties for a given node type","Get documentation for Godot built-in classes and methods","Verify API usage in generated code against official Godot API"],"best_for":["AI assistants generating GDScript code that needs to reference correct APIs","Developers learning Godot API and wanting quick reference lookups","Teams enforcing correct API usage in code generation"],"limitations":["Documentation is static; does not update automatically when Godot engine is updated","Limited to official Godot API; custom C++ modules and third-party addons not included","No code examples or tutorials; only API signatures and descriptions","May lag behind latest Godot development builds if using bundled documentation"],"requires":["Godot documentation data (bundled or downloaded)","MCP server with documentation index","Godot version specification (4.0, 4.1, etc.) for correct API version"],"input_types":["class_name (string)","method_name (string)","search_query (string)"],"output_types":["api_definition (JSON with signature, parameters, return type)","documentation (string, description and usage notes)","related_classes (array of related class names)"],"categories":["memory-knowledge","search-retrieval"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"npm_npm-godot-mcp-server__cap_6","uri":"capability://code.generation.editing.multi.file.gdscript.refactoring.with.dependency.tracking","name":"multi-file gdscript refactoring with dependency tracking","description":"Supports refactoring operations across multiple GDScript files while tracking and updating dependencies. Parses GDScript imports, class references, and signal connections to understand inter-file dependencies. When refactoring (e.g., renaming a class, moving methods), automatically updates all references across the project to maintain consistency. Uses AST-based analysis to ensure refactoring is semantically correct.","intents":["Rename a class and automatically update all imports and references across the project","Move methods between classes and update all call sites","Extract common code into a base class and update inheritance across multiple files","Refactor signal definitions and update all connected handlers"],"best_for":["Teams maintaining large GDScript codebases needing safe refactoring","Developers using AI to suggest and execute multi-file refactorings","Projects with complex class hierarchies and cross-file dependencies"],"limitations":["Refactoring is AST-based and may not handle all GDScript edge cases (metaprogramming, dynamic imports)","No built-in undo; requires version control to safely revert failed refactorings","Cannot refactor code that is currently running in Godot editor; requires project reload","Refactoring suggestions are heuristic-based; complex refactorings may require manual verification"],"requires":["Godot 4.0+ project with GDScript 2.0","Write access to all .gd script files","GDScript AST parser (tree-sitter or equivalent)","Version control system for safety"],"input_types":["refactoring_type (string: rename, extract, move)","target_element (string: class name, method name)","new_name (string, for rename operations)","scope (string: file, project)"],"output_types":["refactoring_plan (JSON with affected files and changes)","refactored_files (array of updated script contents)","dependency_graph (JSON showing updated references)"],"categories":["code-generation-editing","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"npm_npm-godot-mcp-server__cap_7","uri":"capability://code.generation.editing.performance.profiling.and.optimization.suggestions","name":"performance profiling and optimization suggestions","description":"Analyzes GDScript code and Godot project configuration to identify performance bottlenecks and suggest optimizations. Parses code for common inefficiencies (excessive allocations in _process, inefficient node queries, unoptimized physics settings) and correlates with profiling data if available. Provides AI-generated optimization suggestions tailored to the specific code patterns found in the project.","intents":["Identify performance bottlenecks in GDScript code and get optimization suggestions","Analyze Godot project settings for performance issues (physics, rendering, memory)","Get recommendations for optimizing hot paths and frequently-called methods","Understand performance implications of code patterns and refactor for efficiency"],"best_for":["Game developers optimizing performance-critical code","Teams building resource-constrained games (mobile, web)","Developers wanting AI-assisted performance analysis without manual profiling"],"limitations":["Suggestions are heuristic-based; actual performance impact depends on runtime context and hardware","Cannot profile running game without Godot profiler integration; analysis is static","Optimization suggestions may conflict with code readability or maintainability; require trade-off decisions","Limited to GDScript-level optimizations; engine-level performance issues (rendering, physics) require Godot expertise"],"requires":["Godot 4.0+ project","GDScript code analysis capability","Optional: Godot profiler data for runtime analysis","LLM backend for generating optimization suggestions"],"input_types":["script_file (string, GDScript code)","profiling_data (optional, JSON from Godot profiler)","performance_target (string: mobile, web, desktop)"],"output_types":["bottleneck_analysis (JSON with identified issues)","optimization_suggestions (array of suggested changes)","refactored_code (optimized GDScript snippets)"],"categories":["code-generation-editing","planning-reasoning"],"confidence":0.5,"matches":0,"success_rate":0}],"trust":{"score":27,"verified":false,"data_access_risk":"high","permissions":["Godot 4.0+ project structure","Node.js 16+ runtime for MCP server","MCP-compatible client (Claude, custom LLM application)","Read access to project filesystem","Godot 4.0+ (GDScript 2.0)","Project introspection capability enabled","LLM backend with function-calling support (Claude, GPT-4, etc.)","MCP client integration","Godot 4.0+ project","Write access to .tscn scene files"],"failure_modes":["Requires project to follow standard Godot directory conventions; custom folder structures may not be fully indexed","GDScript parsing is AST-based and may not handle all edge cases in complex metaprogramming patterns","No real-time sync — metadata is point-in-time snapshot; changes require re-scan","Limited to local filesystem access; cannot introspect remote or cloud-based Godot projects","Generated code requires manual review for game logic correctness; AI may produce syntactically valid but semantically incorrect physics or gameplay code","No built-in testing or validation — generated scripts are not automatically tested against project","Limited to GDScript 2.0 syntax; older GDScript 1.0 projects may require manual adaptation","Cannot generate complex multi-file refactorings; works best for single-file or single-class generation","Scene file manipulation is text-based; complex scene changes may require Godot editor validation to ensure consistency","No undo/redo support — changes are direct file writes; requires external version control for safety","builder identity is not verified yet","no observed match outcomes yet"],"rank_breakdown":{"adoption":0.05,"quality":0.26,"ecosystem":0.42,"match_graph":0.25,"freshness":0.6,"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":"2026-05-24T12:16:23.903Z","last_scraped_at":"2026-05-03T14:23:36.918Z","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=npm-godot-mcp-server","compare_url":"https://unfragile.ai/compare?artifact=npm-godot-mcp-server"}},"signature":"mWOZNg7pR2IFQRrLHzk91jo3jp2QXDs3qd+f9iMVbmGg0smye8cyObkPNu23XFZuuYg35bZZTlZ64CnQteK3Bg==","signedAt":"2026-06-21T09:21:28.416Z","signedBy":"unfragile.ai","version":1},"_links":{"self":"https://unfragile.ai/api/v1/passport/npm-godot-mcp-server","artifact":"https://unfragile.ai/npm-godot-mcp-server","verify":"https://unfragile.ai/api/v1/verify?slug=npm-godot-mcp-server","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"}}