Godot MCP Server (ricky-yosh/godot-mcp-server) is an MCP server listed on the M8ven Trust Index. It scores 56 out of 100, grade D. It declares 16 tools. No publisher has claimed this listing.

D
Caution
56/100

Godot MCP Server

Connects Claude directly to Godot 4 projects to read and manipulate scenes, nodes, scripts, and assets within the editor. It enables real-time scene tree management, script editing, and resource configuration through a local Node.js bridge and GDScript plugin.

Caution. Specific findings reduced this grade. They are listed on the page. Grades reflect the full trust pyramid: code, verification depth, and reputation. New projects cap at C until adoption is earned.

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Who stands behind it

ricky-yosh

Source: Glama

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Install from

The grade above is for the source repository. Registries can serve a different version, so we mark the ones we were not able to read.

// key findings
⚠️
Known vulnerabilities in dependencies: 17 high
Affects packages this MCP installs at runtime. Upgrade or remove the affected dependency.
16 tools verified — handlers match their declared behaviour
6 read-only tools verified — handlers contain no write/delete/exec
No credential exfiltration, no sensitive file access, no obfuscation
Static analysis found nothing flowing your secrets to unexpected places.
Open source with a license and README
Anyone can audit the code, the license is declared, and the publisher documents what it does.
// tools this server exposes16 tools

These names and descriptions are the publisher's own, read from the source code. We print them as written. Our assessment is the findings above, not this list.

godot_list_files

Lists files in the Godot project filesystem under a given directory. Args: - directory (string, optional): res:// directory path (default: "res://") - filter_type (string, optional): Filter by extension e.g. "tscn", "gd", "png", "tres". Omit for all. - recursive (boolean, optional): Include s

godot_get_resource

Returns metadata about a specific resource file (texture, audio, mesh, etc.). Args: - resource_path (string): res:// path to the resource e.g. "res://assets/player.png" Returns: { path, type, name, metadata: object }

godot_assign_resource

Loads a resource and assigns it to a property of a node. Useful for setting textures, materials, audio streams, etc. Args: - node_path (string): Node path e.g. "/root/Main/Player/Sprite2D" - property (string): Property name e.g. "texture", "material", "stream" - resource_path (string): res:/

godot_create_scene

Creates a new empty scene file (.tscn) with a specified root node type. Args: - scene_path (string): res:// path for the new scene e.g. "res://levels/level2.tscn" - root_type (string): Godot class for the root node e.g. "Node2D", "Node3D", "Control", "CharacterBody2D" - root_name (string, opt

godot_list_scenes

Returns all scenes currently open in the Godot editor, including the active scene. Returns: Array of scene objects: { path: string, root_node: string, root_type: string, node_count: number } Examples: - Use when: "What scenes are open?" or "List all scenes"

godot_get_scene_tree

Returns the full node hierarchy of the specified scene (or the currently active scene if no path given). Args: - scene_path (string, optional): Path to the scene file e.g. "res://levels/main.tscn". Defaults to the active scene. - depth (number, optional): Maximum recursion depth (default: 10, m

godot_get_node

Returns all properties of a specific node by its scene path. Args: - node_path (string): Full node path e.g. "/root/Main/Player" or "Player/Sprite2D" - scene_path (string, optional): Scene to look in. Defaults to active scene. Returns: { name, type, path, properties: Record<string, unknown>

godot_add_node

Adds a new node of the specified type as a child of the given parent node. Args: - parent_path (string): Node path of the parent e.g. "/root/Main" - node_type (string): Godot class name e.g. "Sprite2D", "CharacterBody2D", "Label", "AudioStreamPlayer" - node_name (string): Name for the new nod

godot_remove_node

Removes a node (and all its children) from the scene. This is destructive and cannot be undone via MCP. Args: - node_path (string): Full node path to remove e.g. "/root/Main/OldEnemy" - scene_path (string, optional): Scene to modify. Defaults to active scene. Returns: Confirmation message.

godot_set_node_property

Sets one or more properties on an existing node. Args: - node_path (string): Full node path e.g. "/root/Main/Player" - properties (object): Key/value pairs to set. Values must be JSON-serialisable Godot variants. Common keys: "position", "rotation", "scale", "visible", "modulate", "text", "

godot_reparent_node

Moves a node to a new parent within the same scene, preserving its world transform. Args: - node_path (string): Node to move e.g. "/root/Main/Enemy" - new_parent_path (string): Destination parent e.g. "/root/Main/EnemyGroup" - scene_path (string, optional): Scene to modify. Defaults to active

godot_instantiate_scene

Instantiates an existing .tscn file as a child node inside another scene. Args: - scene_to_instantiate (string): res:// path of the scene to instance e.g. "res://enemies/goblin.tscn" - parent_path (string): Node path of the parent in the target scene e.g. "/root/Main" - node_name (string, opt

godot_save_scene

Saves the specified scene (or active scene) to disk. Args: - scene_path (string, optional): res:// path of the scene to save. Omit for active scene. - save_as (string, optional): New res:// path to save a copy to (like Save As). Returns: Confirmation with the saved path.

godot_read_script

Reads the content of a GDScript (.gd) or other text-based resource file. Args: - file_path (string): res:// path e.g. "res://player/player.gd" Returns: { path: string, content: string }

godot_write_script

Writes (creates or overwrites) a GDScript file at the given path. Args: - file_path (string): res:// path e.g. "res://player/player.gd" - content (string): Full GDScript source code to write. Returns: Confirmation with the file path. Examples: - Use when: "Create a new movement script for

godot_run_script

Executes a GDScript expression or block in the Godot editor context (via EditorScript). Useful for querying engine state or performing quick operations. Args: - code (string): GDScript code to execute. Should be a valid expression or a series of statements. Has access to: Engine, ProjectSetti

// known CVEs in dependencies17 high13 low

Disclosed vulnerabilities in this server's declared npm dependencies (via OSV). Whether each is reachable depends on the installed versions.

high@modelcontextprotocol/sdk@1.12.0GHSA-345p-7cg4-v4c7

@modelcontextprotocol/sdk has cross-client data leak via shared server/transport instance reuse

high@modelcontextprotocol/sdk@1.12.0GHSA-8r9q-7v3j-jr4g

Anthropic's MCP TypeScript SDK has a ReDoS vulnerability

high@modelcontextprotocol/sdk@1.12.0GHSA-w48q-cv73-mx4w

Model Context Protocol (MCP) TypeScript SDK does not enable DNS rebinding protection by default

highaxios@1.6.0GHSA-35jp-ww65-95wh

axios Vulnerable to Full Man-in-the-Middle via Prototype Pollution Gadget in `config.proxy`

highaxios@1.6.0GHSA-3g43-6gmg-66jw

axios Vulnerable to Credential Theft and Response Hijacking via Prototype Pollution Gadget in Config Merge

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// environment variables
To run this server yourself, you supply these values. They go in your own MCP client configuration and stay on your machine. The secret label means the value is sensitive, not that the server mishandles it.
configGODOT_HOST127.0.0.1 Host where Godot is running
configGODOT_PORT"": "9080"
// quality suggestions

Tool handlers catch errors

Only 0/16 tool handlers wrap calls in try/catch (0%)

Wrap each tool handler body in try/catch and return a structured error response.

Tests exist

No test files found

Add tests that exercise each declared tool.

Production dependencies are patched

0 critical, 17 high severity in production deps — @modelcontextprotocol/sdk@1.12.0 (high), @modelcontextprotocol/sdk@1.12.0 (high)

Run npm audit fix, or upgrade the affected packages to a non-vulnerable version.

Claim the listing to review these findings one by one and send us a correction where you disagree, straight to the team. Claiming also means we tell you when the grade moves, and reach you first if we find anything urgent.

// full audit trail
The findings above are the summary. The full trail, every check we ran, each deduction, the network hosts observed and the dependency advisories, goes to verified publishers, along with an alert whenever a new one lands. Verified publishers can also review each finding and dispute it in one click. Publisher corrections have sharpened several of our checks this month, because the maintainer knows the codebase better than any scanner.
// improvement guidance — verified publishers only
We have 3 concrete improvements we can share with the publisher of this MCP. Each comes with specific guidance to raise the trust score.
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commit: 8feb364a45dc69e16eff843a851ca74016b85052
code hash: 09beb87dc8572e4ff6e72760a8cf1b16e831a7b863fb695cc11e4a8cadd38922
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