Godot MCP Unified

83 tools. 64 can modify or destroy data without limits.

2 destructive tools with no built-in limits. Policy required.

Last updated:

64 can modify or destroy data
19 read-only
83 tools total

Community server · catalogue entry verified 29/06/2026

How to control Godot MCP Unified ↓

What Godot MCP Unified exposes to your agents

Read (19) Write / Execute (62) Destructive / Financial (2)
Critical Risk

The most dangerous Godot MCP Unified tools

64 of Godot MCP Unified's 83 tools can modify, destroy, or commit something on every call — and an agent calls them with no built-in limits.

How to control Godot MCP Unified

PolicyLayer is an MCP gateway — it sits between your AI agents and Godot MCP Unified, and nothing reaches the server without passing your rules. These are the rules we recommend:

Deny destructive operations
{
  "delete_script": {
    "deny_if": [
      {
        "conditions": [],
        "on_deny": "Blocked by default. Requires approval."
      }
    ]
  }
}

Destructive tools should never be available to autonomous agents without human approval.

Rate limit write operations
{
  "add_animation": {
    "limits": [
      {
        "counter": "add_animation_per_hour",
        "window": "hour",
        "max": 30,
        "scope": "grant"
      }
    ]
  }
}

Prevents bulk unintended modifications from agents caught in loops.

Cap read operations
{
  "capture_editor_viewport": {
    "limits": [
      {
        "counter": "capture_editor_viewport_per_minute",
        "window": "minute",
        "max": 60,
        "scope": "grant"
      }
    ]
  }
}

Controls API costs and prevents retry loops from exhausting upstream rate limits.

  1. Create a free account and register Godot MCP Unified — nothing to install.
  2. Add these rules — paste them, or build them visually. Tune the limits to your setup.
  3. Point your MCP client (Claude, Cursor, anything) at your gateway URL.
ENFORCE POLICY ON GODOT MCP UNIFIED →

Instant setup, no code required.

All 83 Godot MCP Unified tools

WRITE 53 tools
Write add_animation Add a new animation to an AnimationPlayer node Write add_animation_track Add a track to an existing animation for animating node properties Write add_audio_effect Add an audio effect to an audio bus Write add_node Add a node to an existing scene in a Godot project Write attach_script Attach a GDScript to a node in a scene (.tscn file) Write bake_navigation_mesh Create a NavigationPolygon (2D) or NavigationMesh (3D) resource Write blend_animations Configure BlendSpace1D or BlendSpace2D for smooth animation blending based on parameters Write configure_physics_layers Configure physics collision layer names in project settings for 2D or 3D Write connect_signal Connect a signal between two nodes in a scene Write convert_3to4 Convert a Godot 3.x project to Godot 4.x format Write create_animation_player Create an AnimationPlayer node in a scene for managing animations Write create_animation_tree Create an AnimationTree node for advanced animation control including state machines and blend spaces Write create_audio_bus Create a new audio bus in the project audio bus layout Write create_collision_shape Create a CollisionShape2D or CollisionShape3D node with a specified shape type Write create_control Create a UI Control node (Button, Label, LineEdit, etc.) Write create_gpu_particles Create a GPUParticles2D or GPUParticles3D node for particle effects Write create_light Create a Light2D or Light3D node for scene lighting Write create_navigation_region Create a NavigationRegion2D or NavigationRegion3D node for pathfinding Write create_particle_material Create a ParticleProcessMaterial resource for configuring GPU particle behavior Write create_resource Create a .tres resource file (materials, styles, etc.) Write create_scene Create a new scene in a Godot project Write create_shader Create a .gdshader file with specified shader type and code Write create_shader_material Create a ShaderMaterial resource that references a shader file Write create_tilemap_layer Create a TileMapLayer node in a scene with a specified TileSet Write create_tileset Create a TileSet resource with specified tile size and optional texture atlas Write create_ui_container Create a Container node for UI layout (VBox, HBox, Grid, etc.) Write detach_script Detach a GDScript from a node in a scene (.tscn file) Write duplicate_node Duplicate an existing node in a scene (.tscn file) Write edit_node Edit properties of an existing node in a Godot scene Write export_mesh_library Export a 3D scene as a MeshLibrary resource for GridMap Write export_pack Export a Godot project as PCK or ZIP file (data only, faster than full export) Write generate_docs Generate documentation for a Godot project using --doctool Write import_asset Copy an external asset file into a Godot project. Godot will automatically import it on next scan. Write import_ldtk_level Import levels from an LDtk file and generate Godot .tscn scenes with TileMapLayer nodes Write instance_scene Add a scene instance as a child node in another scene Write load_sprite Load a sprite/texture into a Sprite2D node in a Godot scene Write manage_autoloads Add, remove, or list autoload singletons in project.godot Write manage_groups Add or remove nodes from groups in a scene Write manage_input_actions Add, remove, or list input actions in project.godot Write move_node Move a node to a different parent in the scene tree Write paint_tiles Paint multiple tiles in a TileMapLayer in a single batch operation Write reimport_assets Force Godot to reimport specified assets by touching files or deleting .import metadata Write rename_node Rename an existing node in a scene, updating all parent references Write save_scene Save a scene, optionally as a new variant Write set_keyframe Set a keyframe value at a specific time in an animation track Write set_project_setting Set or modify a setting in project.godot Write set_tile Set a single tile in a TileMapLayer at a specified grid position Write setup_audio_player Create and configure an AudioStreamPlayer node (2D or 3D) Write setup_environment Create an Environment resource for 3D scene settings (lighting, fog, post-processing) Write setup_rigidbody Configure physics properties for a RigidBody2D or RigidBody3D node Write setup_state_machine Configure an AnimationNodeStateMachine with states and transitions for animation control Write update_project_uids Update UID references in a Godot project by resaving resources (for Godot 4.4+) Write write_script Create or update a GDScript (.gd) file
READ 19 tools
Read capture_editor_viewport Capture a screenshot of the Godot editor viewport (2D or 3D). Read get_debug_output Get the current debug output and errors Read get_debug_stream_status Get the current status of the debug stream WebSocket server Read get_godot_version Get the installed Godot version Read get_node_tree Get the complete node hierarchy of a scene (.tscn file) Read get_project_info Retrieve metadata about a Godot project Read get_project_settings Read and parse project.godot settings. Can filter by section or specific key. Read get_script_errors Validate GDScript files and get compilation errors Read get_uid Get the UID for a specific file in a Godot project (for Godot 4.4+) Read list_assets List all assets (images, audio, 3D models, fonts) in a Godot project Read list_export_presets List all export presets configured in a Godot project (from export_presets.cfg) Read list_projects List Godot projects in a directory Read list_resources List all resources (.tres, .res) in a Godot project Read list_scenes List all scenes (.tscn, .scn) in a Godot project Read list_scripts List all GDScript (.gd) files in a Godot project Read read_script Read the content of a GDScript (.gd) file Read system_health Get server health status, metrics, and Godot availability. Use for observability and monitoring. Read validate_conversion_3to4 Validate if a Godot 3.x project can be converted to 4.x without actually converting Read validate_project Comprehensive validation of a Godot project (scripts, scenes, resources)

Related servers

Other MCP servers with similar tools — same risk classification, starter policies for each.

Questions about Godot MCP Unified

Can an AI agent delete data through the Godot MCP Unified MCP server? +

Yes. The Godot MCP Unified server exposes 2 destructive tools including delete_script, remove_node. These permanently remove resources with no undo. PolicyLayer blocks destructive tools by default so they never reach the upstream server.

How do I prevent bulk modifications through Godot MCP Unified? +

The Godot MCP Unified server has 53 write tools including add_animation, add_animation_track, add_audio_effect. Set a rate limit in your policy -- for example, 10 calls per hour prevents an agent from making more than 10 modifications per hour. PolicyLayer enforces this at the gateway, before calls reach Godot MCP Unified.

How many tools does the Godot MCP Unified MCP server expose? +

83 tools across 4 categories: Destructive, Execute, Read, Write. 19 are read-only. 64 can modify, create, or delete data.

How do I enforce a policy on Godot MCP Unified? +

Register the Godot MCP Unified MCP server in PolicyLayer, apply the suggested rules above (adjust the limits to your use case), and point your AI client at the PolicyLayer proxy URL instead of the server directly. Your agents keep the same tools; PolicyLayer evaluates every call against policy before it executes. Nothing to install, live in minutes.

Enforce policy on every Godot MCP Unified tool call.

Deterministic rules across all 83 Godot MCP Unified tools. Per-identity grants. Full audit log. Live in minutes. Nothing to install.

Instant setup, no code required.

83 Godot MCP Unified tools catalogued and risk-classified — across an index of 43,000+ MCP servers.

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