Minimal Godot MCP
Provides instant GDScript syntax validation and diagnostics by bridging Godot's native Language Server Protocol to MCP clients. Enables real-time syntax checking in AI assistants without requiring custom plugins or context switching to the Godot editor.
README
minimal-godot-mcp
Lightweight MCP server bridging Godot LSP to MCP clients for GDScript validation
Built with one mission: surface Godot diagnostics with minimal overhead.
Get instant GDScript syntax feedback in Claude, Cursor, and other MCP clients—no context switching to Godot, no custom plugins. Just a lightweight bridge to Godot's native LSP.
Table of Contents
- Quick Start
- Features
- Configuration
- Usage
- Comparison
- Development
- Contributing
- Troubleshooting
- Related Projects
- License
Quick Start
Prerequisites
- Node.js 24+
- Godot 3.2+ or 4.x with LSP enabled
Setup
Note: Package not yet published to npm. For now, clone and build locally.
# Clone and build
git clone https://github.com/ryanmazzolini/minimal-godot-mcp.git
cd minimal-godot-mcp
npm install
npm run build
# Start Godot editor with your project
Configure your MCP client (eg. Claude Code) to use the local build:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/path/to/minimal-godot-mcp/dist/index.js"]
}
}
}
Tip: See Configuration for environment variables and client-specific examples.
Restart your MCP client and start editing .gd files ✨
Features
- 🔌 Zero-config LSP integration - Uses Godot's native Language Server (no plugins, no extra dependencies)
- ⚡ Fast diagnostics - Single-file checks return in <1s
- 📦 Minimal footprint - <10MB memory, <200 LOC core implementation
- 💬 Low context overhead - Lightweight responses to minimize AI token usage
- 🔄 Resilient connections - Handles Godot restarts and reconnections automatically
- 🤝 Plays nice - Compatible with godot-vscode-plugin and other LSP clients
- 🌐 Workspace scanning - Optional bulk checking of all
.gdfiles
See the context usage in Claude Code:

Configuration
Environment Variables
Set these environment variables in your MCP client configuration to customize behavior:
-
GODOT_LSP_PORT: Override default port selection Default: tries ports 6007, 6005, 6008 in order Example:"GODOT_LSP_PORT": "6005" -
GODOT_WORKSPACE_PATH: Set Godot project path for LSP initialization Default: uses workspace from Godot's notification Example:"GODOT_WORKSPACE_PATH": "/absolute/path/to/your/godot/project"
MCP Client Examples
Claude Code (~/.claude/config.json):
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/path/to/minimal-godot-mcp/dist/index.js"],
"env": {
"GODOT_LSP_PORT": "6007",
"GODOT_WORKSPACE_PATH": "/absolute/path/to/your/godot/project"
}
}
}
}
Usage
- Start Godot editor with your project
- Verify LSP is running:
nc -zv localhost 6007 - Edit GDScript files with your MCP client enabled
- Receive instant syntax error feedback
MCP Tools
get_diagnostics
Fast single-file diagnostic check (<1s).
Input:
{
"file_path": "/absolute/path/to/script.gd"
}
Output:
{
"diagnostics": {
"/path/to/file1.gd": [
{
"line": 42,
"column": 10,
"severity": "error",
"message": "Expected identifier after '.'",
"code": "GD0001"
}
]
}
}
scan_workspace_diagnostics
⚠️ EXPENSIVE operation - scans ALL .gd files in workspace (5-30s for 100+ files).
Use sparingly for workspace-wide error checking. Requires GODOT_WORKSPACE_PATH environment
variable.
Input:
{}
Output:
{
"files_scanned": 150,
"files_with_issues": 3,
"scan_time_seconds": 12.45,
"diagnostics": {
"/path/to/file1.gd": [...],
"/path/to/file2.gd": [...]
}
}
Example in practice:
When you edit a GDScript file with a syntax error:
# player.gd
extends CharacterBody2D
func _ready():
velocity. = Vector2(100, 0) # Missing identifier after '.'
The MCP client receives:
{
"diagnostics": {
"/path/to/player.gd": [
{
"line": 5,
"column": 14,
"severity": "error",
"message": "Expected identifier after '.'",
"code": "parse-error"
}
]
}
}
Comparison
How minimal-godot-mcp differs from other Godot MCP servers:
| Feature | minimal-godot-mcp | ee0pdt/Godot-MCP | Coding-Solo/godot-mcp |
|---|---|---|---|
| Custom plugin required | ❌ | ✅ | ❌ |
| Project manipulation | ❌ | ✅ | ✅ |
| LSP integration | ✅ Native | ❌ Custom | ❌ GDScript ops |
| Scope | Diagnostics only | Full control | CLI + scripts |
Use minimal-godot-mcp when: You want lightweight syntax checking during AI-assisted GDScript editing
Use alternatives when: You need scene management, node creation, or full project control
Development
Architecture
┌─────────────┐ ┌────────────────────┐ ┌────────────┐
│ MCP Client │ ◄─MCP─► │ minimal-godot-mcp │ ◄─LSP─► │ Godot │
│ │ │ (TypeScript) │ │ Editor │
└─────────────┘ └────────────────────┘ └────────────┘
LSP Communication:
- Connect to Godot LSP via TCP (tries
localhostports 6007, 6005, 6008) - Send LSP
initializerequest - Sync documents with
textDocument/didOpen - Receive
textDocument/publishDiagnosticsnotifications - Cache and serve via MCP
get_diagnosticstool
Testing
npm test # Unit tests
npm run lint # ESLint + Prettier
Manual testing:
- Start Godot with test project
- Run
npm run dev - Configure MCP client
- Introduce syntax error in .gd file
- Verify diagnostic appears
Contributing
Contributions welcome! See Development for setup.
Before submitting:
- Run
npm run formatandnpm test - Verify changes work with a real Godot project
- Keep scope focused on diagnostics (no project manipulation)
Troubleshooting
"Connection refused on port 6007"
- Godot editor not running
- LSP disabled in project settings
- Firewall blocking localhost
"No diagnostics returned"
- File not part of Godot project
- File not opened in editor (LSP needs context)
- Syntax is actually valid
"Stale diagnostics"
- Cache not invalidating on file changes
- LSP not sending update notifications
Enable LSP Debug Logs
In Godot: Project → Project Settings → Network → Language Server → Log
Related Projects
- Model Context Protocol - The protocol specification
- Godot LSP Documentation - Godot's Language Server setup
- awesome-mcp-servers - Curated list of MCP servers
- godot-vscode-plugin - Official VSCode extension (uses same LSP)
Alternative Godot MCP servers:
- ee0pdt/Godot-MCP - Full project control via custom plugin
- Coding-Solo/godot-mcp - CLI-based GDScript operations
License
MIT License - see LICENSE
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