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Godotswiftmcp
What is Godotswiftmcp
GodotSwiftMcp is an MCP server for the Godot game engine, written in Swift. It is designed to be compatible with the existing Godot-MCP implementation, allowing seamless integration with the Godot supporting infrastructure.
Use cases
Use cases for GodotSwiftMcp include mobile game development on iOS devices, real-time multiplayer game communication, and any project requiring efficient integration with Godot’s infrastructure.
How to use
To use GodotSwiftMcp, you can integrate it into your Godot project by utilizing the provided GodotLocalSocketProvider, which communicates via WebSockets. For Xogot on iPad, it uses an in-process version that interacts directly with Godot.
Key features
Key features include compatibility with existing Godot-MCP implementations, a pluggable provider infrastructure, and enhanced communication capabilities via WebSockets. It also includes additional features from a specific pull request.
Where to use
GodotSwiftMcp can be used in game development projects that utilize the Godot engine, particularly in scenarios where an out-of-process MCP server cannot be run, such as on iPads with Xogot.
Clients Supporting MCP
The following are the main client software that supports the Model Context Protocol. Click the link to visit the official website for more information.
Overview
What is Godotswiftmcp
GodotSwiftMcp is an MCP server for the Godot game engine, written in Swift. It is designed to be compatible with the existing Godot-MCP implementation, allowing seamless integration with the Godot supporting infrastructure.
Use cases
Use cases for GodotSwiftMcp include mobile game development on iOS devices, real-time multiplayer game communication, and any project requiring efficient integration with Godot’s infrastructure.
How to use
To use GodotSwiftMcp, you can integrate it into your Godot project by utilizing the provided GodotLocalSocketProvider, which communicates via WebSockets. For Xogot on iPad, it uses an in-process version that interacts directly with Godot.
Key features
Key features include compatibility with existing Godot-MCP implementations, a pluggable provider infrastructure, and enhanced communication capabilities via WebSockets. It also includes additional features from a specific pull request.
Where to use
GodotSwiftMcp can be used in game development projects that utilize the Godot engine, particularly in scenarios where an out-of-process MCP server cannot be run, such as on iPads with Xogot.
Clients Supporting MCP
The following are the main client software that supports the Model Context Protocol. Click the link to visit the official website for more information.
Content
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:
{ "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:
bash$ npx @modelcontextprotocol/inspector
Then connect to the HTTP address the inspector gives you, and make sure that
you configure it as follows:
- Transport Type: STDIO
- 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
Generally, this should work as a drop-in replacement for the MCP
server written in Node.
Dev Tools Supporting MCP
The following are the main code editors that support the Model Context Protocol. Click the link to visit the official website for more information.










