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6NineLives

Godot MCP

by 6NineLives

Godot MCP (Model Context Protocol)

Project Overview

Godot MCP provides a comprehensive, production-ready integration between Large Language Models (LLMs) and the Godot Engine (versions 4.x). It creates a unified Model Context Protocol interface allowing AI assistants to intelligently read, write, and manipulate Godot project files, interact with the live Godot Editor, and perform End-to-End (E2E) testing on running games. By consolidating multiple AI-to-Godot features into a single robust toolkit, Godot MCP dramatically lowers the friction of AI-assisted game development.

Installation & Usage

1. Prerequisites

  • Node.js (v18 or higher)

  • Godot Engine 4.x

  • Supported MCP client (e.g., Claude Desktop)

2. Setup the Server

git clone https://github.com/6NineLives/godot-mcp
cd godot-mcp/server
npm install
npm run build

3. Configure the MCP Client (Claude Desktop Example)

Add the following configuration to your claude_desktop_config.json:

{
  "mcpServers": {
    "godot-mcp": {
      "command": "node",
      "args": ["<ABSOLUTE_PATH_TO_GODOT_MCP>/server/dist/index.js"],
      "env": {
        "GODOT_PATH": "<OPTIONAL_ABSOLUTE_PATH_TO_GODOT_EXECUTABLE>"
      }
    }
  }
}

4. Godot Addon Installation

  1. Open your Godot project.

  2. Copy the addons/godot_mcp folder from this repository into your project's addons/ directory.

  3. Ensure the godot_mcp plugin is enabled in Godot via Project > Project Settings > Plugins.

  4. Start your MCP Client. The server will seamlessly connect to the Godot WebSocket.

Feature List

  • Live Editor Manipulation: Modify nodes, properties, and scenes in real-time within the Godot Editor.

  • Deep Project Context: Read and analyze scripts, scene structures (.tscn), and project files dynamically.

  • Version-Aware Godot Docs: Automatically query Godot documentation matching your specific engine version.

  • End-to-End Game Bridge testing: Play, test, and assert logic in live running games via simulated inputs and state queries.

  • Advanced Diagnostics: View diagnostics, validate scenes, and debug live errors automatically.

  • Consolidated Architecture: Minimal tool footprint heavily utilizing action parameters to conserve AI context windows.

  • Auto-Screenshot Loop: Periodically captures visual screenshots of the editor or running game state to provide AI with continuous visual context.

  • Bug Fix Loop: Automatically collects stack traces from the Godot engine, analyzes runtime errors, and iteratively proposes code fixes.

  • Scene Tree Viewer: Interactive web-based visualizer for inspecting the live Godot scene tree and node properties via a browser.

  • Intelligent Path Detection: Seamlessly detects correct Godot project paths and environment variables, even when loaded via external IDEs.

  • Robust Connection Handling: Enterprise-grade WebSocket connections featuring command queuing, exponential backoff, and large payload buffering.

  • Universal Asset Resolution: Resolves internal Godot UUIDs (uid://... or .uid files) dynamically to absolute file paths, ensuring seamless AI context mapping.

MCP Tools Reference

Tool Name

Description

Key Parameters

manage_project

Project-level operations

action (info, tree, stats), directory

manage_project_config

Modify project.godot or export settings

action (read, write), section, key, value

manage_asset

Resolve or inspect asset paths and UUIDs

action (resolve, get_uid), file_path, uid

manage_script

Create, read, update, or analyze GDScripts

action (create, read, edit), file_path, content

manage_scene

Scene-level operations

action (open, save, run, structure), scene_path

manage_node

Node-level edits within the live editor

action (create, delete, update, get), node_path, properties

manage_physics

Inspect or edit physics shapes and layers

action (get_layer, set_layer), node_path

manage_animation

Control AnimationPlayers in the editor

action (get_list, play, stop), node_path, anim_name

manage_ui

Inspect or modify Control nodes

action (get_theme, set_anchors), node_path

manage_audio

Audit or manipulate audio streams

action (get_buses, set_volume), bus_name

manage_signal

Connect or disconnect Godot signals

action (connect, disconnect), source_node, signal_name, target_node, method_name

manage_game_bridge

Connect to or configure a live running game

action (status, reset, ping)

game_scene

Get node trees from the running game

action (get_tree, get_node), node_path

game_input

Simulate input events in the running game

action (press, release, mouse_move), input_name

game_state

Query properties and execution state

action (get_property, call_method), node_path, property

game_wait

Pause execution to wait for visual updates

action (wait_frames, wait_seconds), amount

godot_docs

Query Godot Engine documentation

action (search, get_class), query

execute_editor_script

Run arbitrary GDScript within the editor

script_code

visualize_project

Launch the web-based project visualizer

port

capture_vision

Capture screenshots of the editor (if supported)

format, quality

inspect_project

Deep-scan relations and usages

action (find_usage), target

debug_project

Fetch logs and stack traces

action (get_errors, clear_logs)

validate_scene

Check for broken dependencies

scene_path

run_and_verify

Workflow tool to execute and assert correctness

scene_path, assertions

get_project_diagnostics

Aggregate warnings across the ecosystem

include_warnings

search_project

Full-text or regex search across scripts

query, use_regex, file_pattern

semantic_search

Search code by semantic meaning

query, threshold

get_project_assets

Get a comprehensive list of assets

resource_type

get_project_context

Retrieve summarized current working context

depth

Acknowledgements

This project builds upon the foundational work of several existing Model Context Protocol (MCP) implementations for the Godot Engine. We would like to express our gratitude to the original maintainers and communities behind these repositories:

We sincerely thank the original maintainers, contributors, and the broader Godot and open-source communities who laid the groundwork for these tools. Their specialized prototypes proved the viability of connecting Large Language Models to Godot via MCP and provided essential insights that made this unified, production-ready toolchain possible.

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license - not tested
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quality - not tested

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