godot-loop
This server does not currently have a deployable release on Glama. Follow the repository's setup instructions to install and configure it for your MCP client, including any required credentials and local dependencies.
godot-mcp-loop
Edit, run, inspect and test Godot 4 projects from an MCP client. A TypeScript MCP server and a Godot editor addon let an AI coding agent change scenes/scripts, send gameplay input, inspect live state and replay checks. Work remains in normal Godot projects and resources.
日本語 · Get started · Architecture · Samples · Sample changes
The development loop
Edit: inspect a scene, change nodes, scripts or input settings.
Run: launch that project and send Godot action/key/mouse events.
Observe: read state, capture frames, inspect UI, physics and logs.
Check: compare expected values or replay YAML/JSON scenarios before making the next change.
The agent chooses and calls the tools; this is not a hosted service that automatically finishes a game. Game rules, artwork, sound, level design and playtesting remain authored work. Supported edits offer preview and undo; scene saving and file-backed operations have separate behavior.
Related MCP server: Godot MCP Flash
Six sample games

Native Godot captures from standalone projects, without the addon installed. The RPG frame is the prologue. Controls, project paths and original images.
Sample | Game | What to inspect |
| Falling Blocks | Rotation, board state and scoring |
| Vertical Shooter | Movement/fire, waves and boss transitions |
| Side-scroller | Variable jumps, platforms and collision |
| Luka of the Star Sword | Dialogue, battles and state transitions |
| Marble Run | Rolling, jumps, checkpoints and contacts |
| 灯畑の番人 | Tower placement, pause, victory/defeat and retry |
All six run without an AI account or MCP setup. They show different uses of the same editing/observation tools; a fixture check is not a claim that an agent completed every game through ordinary play.
Try a sample
Use Node.js 20+ for the copy command and Godot 4.7 (tested with 4.7.2) to play. From a working folder, choose one of the six IDs above and a new/empty destination:
npx -y godot-mcp-loop@0.12.0 sample shooter ./my-shooter
godot --headless --path ./my-shooter --import
godot --path ./my-shooterFor agent editing/testing, explicitly install the addon from the same selected distribution and configure your client. Play alone does not need either step. The installer supplies its actual server executable; it does not register a client or restart an existing connection for you. Full setup guide.
How the pieces fit
server/src/exposes MCP tools, validates their input, connects to the selected project and runs scenarios.addons/mcp_loop/edits through the Godot editor and forwards runtime requests through Godot's debugger.The game's runtime agent provides input, state, frame stepping, screenshots and logs. It adds no separate game-control listener.
Optional
server/authoring/helpers process PNGs. Original image generation uses the client's separately authorized producer.
MCP client → stdio server → authenticated loopback WebSocket → Godot editor → debugger → running gameArchitecture explains the two process layers, repository layout, data flow and persistence.
Capabilities and distribution status
Area | Use |
Scene and code | Inspect/create scenes, edit nodes and GDScript, configure input and selected project settings |
Runtime observation | Input, state queries, per-frame records, waits, physics stepping, UI audit, images and logs |
Repeatable checks | Scenario assertions, evidence, recordings, installed GUT/GdUnit4 suites and preset-based exports |
Artwork support | Brief/request/PNG receipts, deterministic processing, previews, change detection and standard 2D placement |
Bounded construction |
|
Distribution | Tools and availability |
Current 0.12.0 | 49 MCP tools, including |
Previous 0.11.0 | 48 tools; static doctor CLI since 0.11.0; artwork tools since 0.10.0 |
Use the same selected distribution for the server and addon. Version labels alone do not prove equal contents;
source checkouts can differ from published packages. doctor is a static CLI, not an MCP tool or runtime connection test.
Tool reference · Artwork · Subtree construction.
Tools
Area | Tools |
Status |
|
Editor |
|
Scenes |
|
Nodes |
|
Scripts |
|
Artwork production (0.10.0+) |
|
Files & assets |
|
Undo |
|
Run & observe |
|
Build |
|
Judge |
|
Complete reference · Scenarios · Clients · Protocol.
Requirements and trust
Node.js 20+ for the server; Godot 4.7 is the qualified target (tested with 4.7.2). The Logger API was introduced in 4.5; that does not qualify 4.5–4.6 for this distribution.
Claude Code, Codex, Cursor, Claude Desktop, Hermes or another MCP client for agent control; none is needed just to play.
Python 3.11+ / Pillow 13.0.0 only for optional PNG processing, not normal editing/play or
node_add_tree. Dependencies are not installed automatically. C# script validation is not supported.One authenticated active MCP client per editor. Client setup/reconnection is explicit, not a side effect of copying a sample.
Loopback authentication and project-path guards are not an OS sandbox. Opening, validating or running a project can execute its code/plugins. Use trusted projects and client-side approvals. Undo is not a cross-file transaction; a missing response after dispatch does not prove that nothing changed. Inspect actual state before retrying. Security model.
Development
scripts/test-godot-unit.sh
cd server && npm ci
npm run typecheck && npm test
npm run build && npm run test:e2e
E2E_SAMPLES=1 npm run test:e2eWindowed Linux checks need xvfb and E2E_GAME_WINDOW=1. Source authorities and generated copies are documented in
sample changes; do not edit both independently. The default platformer scene remains an
internal compatibility/test fixture and is not in the showcase. Release procedure.
License
MIT © OSHO
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
This server cannot be deployed
Maintenance
Related MCP Connectors
Drive real devices from your AI Coding tool. Embed a client SDK (Unity, Godot, Flutter, iOS/macOS, Android, React Native, Web) in your app, then capture screenshots, traverse the UI tree, inject taps and key events, and run automated test tasks on the physical device over a secure relay.
AI game maker: build, run, screenshot and play-test Godot and retro console games in a live project
Control a real browser from AI agents: navigate, click, type, screenshot, read the page.
Run multi-step tasks in a real Chrome browser: persistent environments, live view, human takeover.
Related MCP Servers
- AlicenseBqualityDmaintenanceEnables AI assistants to automate Godot 4 projects via headless tooling, live editor control, and runtime remote control, including scene building, testing, and observation.431MIT
- AlicenseBqualityCmaintenanceEnables AI agents to inspect, modify, run, and debug Godot projects, including scene and script analysis, editor and project management, and visual verification through screenshots.2210 npm14MIT
- AlicenseNot gradedqualityBmaintenanceEnables coding agents to see and act inside a live Godot 4 editor, inspecting scene trees and capturing visual evidence while performing undo-backed, approval-gated edits with runtime verification.MIT
- AlicenseAqualityBmaintenanceEnables AI agents to read and edit Godot 4.x scenes and resources, introspect the class API, run the game in a managed headless process with frame stepping, input injection and screenshots, validate scripts, and diagnose code via a built-in GDScript LSP plus a bridge to an already open editor.23MIT