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GodotSwiftMCP

MCP Server

Swift‑based MCP server for Godot on iPad and desktop

Stale(60)
25stars
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Updated Sep 11, 2025

About

A self‑contained, over‑the‑wire compatible MCP server written in Swift that plugs into Godot projects via the godot_mcp addon. It supports both desktop and iPad (Xogot) deployments with a pluggable provider architecture.

Capabilities

Resources
Access data sources
Tools
Execute functions
Prompts
Pre-built templates
Sampling
AI model interactions

GodotSwiftMCP – A Swift‑Based MCP Server for Godot

GodotSwiftMCP is a lightweight, over‑the‑wire Model Context Protocol (MCP) server written entirely in Swift. It provides a seamless bridge between AI assistants such as Claude and the Godot game engine, enabling developers to invoke Godot resources, run scripts, or query scene data directly from their conversational AI workflows. By offering a pluggable provider architecture, the server can run as an out‑of‑process CLI on desktop platforms or as an in‑process module within the Xogot iPad environment, ensuring consistent functionality across device families.

What Problem Does It Solve?

Modern game development increasingly relies on AI‑driven tools for rapid prototyping, content generation, and debugging. However, most existing MCP servers are Node‑based or require external runtime environments that are not available on iOS/iPadOS. GodotSwiftMCP eliminates this barrier by delivering a native Swift implementation that can run on macOS, Linux, and iPadOS (via Xogot). This means developers can harness AI assistants to manipulate Godot scenes, query node hierarchies, or invoke custom scripts without leaving their chat client or switching contexts.

Core Capabilities

  • Resource Management – Load, list, and inspect Godot resources (textures, meshes, scenes) through MCP calls.
  • Script Execution – Run arbitrary GDScript or SwiftGodot code snippets and return results to the AI client.
  • Scene Interaction – Query node properties, modify transforms, and trigger signals directly from the chat interface.
  • WebSocket Provider – For desktop use, GodotSwiftMCP communicates with the Godot editor via a WebSocket provider, while Xogot uses an in‑process SwiftGodot bridge.
  • Extensible Provider System – The pluggable provider infrastructure allows developers to add new communication back‑ends (e.g., TCP, HTTP) without touching the core logic.
  • Drop‑in Compatibility – It is fully compatible with the Godot‑MCP Node implementation, so existing addons and workflows remain functional.

Real‑World Use Cases

  • Rapid Prototyping – A designer can ask an AI assistant to “create a 10‑unit tall platform at coordinates (5,0,3)” and see the result instantly in Godot.
  • Automated Testing – QA engineers can script test scenarios through the chat client, invoking collision checks or state transitions without manual editor interaction.
  • Content Generation – Writers can generate level layouts, dialogue trees, or asset references on the fly and have them injected into the scene hierarchy.
  • Educational Environments – Students learning Godot can experiment with AI‑guided tutorials that modify the project in real time.

Integration Flow

  1. Compile the Swift binary, which acts as an MCP bridge.
  2. Add the Godot addon to the project and start the server from the editor UI.
  3. Configure an AI client (e.g., Claude Desktop) to point at the compiled binary via MCP settings.
  4. Interact – Send commands from the chat window; GodotSwiftMCP translates them into engine calls and returns results.

The architecture ensures minimal latency, robust error handling, and a clean separation between the AI layer and the game engine. By leveraging Swift’s performance and safety, GodotSwiftMCP offers a dependable solution for developers who need tight AI integration across desktop and mobile platforms.