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godotswiftmcp

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Godot MCP server written in Swift

26 stars GDScriptServers & Infrastructure Updated Oct 20, 2025

Documentation

This is an MCP server for Godot written in Swift. This is

over-the-wire compatible with the https://github.com/ee0pdt/Godot-MCP

implementation, so you can use this MCP server while using the Godot

supporting infrastructure from the addons directory on that

implementation.

The reason for this separate implementation is that on the iPad with

Xogot, we wont be able to run an out of process MCP server, so this

version contains a pluggable provider infrastructure, but as a bonus,

this also works with desktop Godot, and produces a self-contained MCP

server.

Using GodotSwiftMcp

You will need to do three things:

  • Compile the server using Swift
  • Add the godot_mcp extension to your Godot project
  • Tell your Chat app how to use the MCP server

Building The GodotSwiftpMcp server

You will need the Swift toolchain installed, once you do, type `swift

build` and this will produce a debug build under the `.build`

directory: `.build/debug/godot-mcp-server-cli`.

This command acts as the bridge between your chat client and Godot.

Add the `godot_mcp` extension to your Godot project

For Godot to be able to field requests, you will need to add to your

project the `godot_mcp` project.

If you have not installed that addon, just copy the contents of the

'addons/godot_mcp' directory into your Godot project, enable the addon

in Godot, and when the tab at the bottom of the screen appears, tap

"Start Server".

Configure your Chat CLient

Once you have this, you can configure your chat client to talk to it,

for example on my system, using Claude desktop, I go to

Settings->Developer, then "Edit Config" and I add this:

code
{
  "mcpServers": {
    "godot": {
      "command": "/Users/miguel/bin/godot-mcp-server-cli",
      "args": [
      ]
    }
  }
}

And reload my Claude. After this, you can start requesting operations

from it.

Developing

You can build this project, and then you can test against it using the

MCP inspector, like this:

code
bash$ npx @modelcontextprotocol/inspector

Then connect to the HTTP address the inspector gives you, and make sure that

you configure it as follows:

1. Transport Type: STDIO

2. Command: path to the compiled binary after (in my case: /Users/miguel/cvs/GodotSwiftMcp/.build/debug/godot-mcp-server-cli)

Then you can start it, and you can inspect the various methods you have.

Internals

To test this implementation, I implemented the

GodotLocalSocketProvider, which uses WebSockets to communicate with

Godot.

In Xogot, this is replaced with an in-process version that talks

directly with Godot via SwiftGodot.

In addition to the baseline Godot-MCP, I also implemented the

additional features from the [pull request

#9](https://github.com/ee0pdt/Godot-MCP/pull/9)

Generally, this should work as a drop-in replacement for the MCP

server written in Node.

Frequently asked questions

What is godotswiftmcp?

godotswiftmcp is Godot MCP server written in Swift

How do I install godotswiftmcp?

Open the GitHub repository and follow its README. Most MCP servers are added to your client's MCP config, then called by your agent.

Is godotswiftmcp open source?

Yes — it is hosted on GitHub at https://github.com/xibbon/GodotSwiftMcp and has 26 stars.

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