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    Godotswiftmcp

    Godot MCP server written in Swift

    26 stars
    GDScript
    Updated Oct 20, 2025

    Table of Contents

    • Building The GodotSwiftpMcp server
    • Add the godot_mcp extension to your Godot project
    • Configure your Chat CLient

    Table of Contents

    • Building The GodotSwiftpMcp server
    • Add the godot_mcp extension to your Godot project
    • Configure your Chat CLient

    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.

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