Data and network
This page lists everything godot-mcp keeps and every place it sends data. It runs on your machine, serves the one client that started it, and reports to no one.
What it keeps
Everything lives in the project's own .godot-mcp/ directory: the lock that keeps one server per project, the durable journal of its transactions, the analysis index, the audit log, the rendezvous file the editor add-on reads, the records and captured output of its sessions and exports, and the artifacts they produced — captured images and recordings, and exported builds — until their retention ends. Outside the project it writes only what you configure, such as a log file. Delete .godot-mcp/ while no server runs to remove all of it.
What it sends, and where
| Destination | When | What goes there |
|---|---|---|
| The MCP client that started it, over stdio | Every request | The answer: the project data the request asked for |
| A loopback HTTP client | Only with HTTP configured, and only with the secret or the proxy hop's credential | The same answers as over stdio |
| Your identity provider | Only with proxied_oidc, to fetch its signing keys | A request for the published keys, from the issuer you configured |
| The Godot processes it starts | Every engine run, game and editor session | The project, as Godot reads it; the probe and the bridge talk over loopback |
| The editor add-on, over loopback | Only with the add-on connected | Editor requests and their answers |
There is no telemetry and no update check, and the server never downloads an engine or export templates.
The log
Diagnostics go to stderr, or to a rolling file you configure, never to stdout, which carries only MCP frames. Secrets, tokens and source text are redacted before a line is written, and an answer names files by their project-relative path rather than by where they sit on your disk.