godot-mcp
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@godot-mcprun my game, take a screenshot, and check the logs for errors"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
godot-mcp
An MCP server that lets AI agents like Claude Code run your Godot game, look at it, and play it.
Agents can already read and write .gd and .tscn files on their own. What they can't do is see what happens when the game runs. This closes that loop: start the game, take a screenshot, inspect the live scene tree, press inputs, read the errors.
Tools
Tool | What it does |
| Starts the project (or a specific scene) and waits until it is connected |
| Stops the game |
| Latest stdout/stderr lines: |
| Screenshot of the running game |
| Live node tree with types, scripts, positions and hidden nodes |
| Presses an Input Map action for a given time |
Related MCP server: Godot MCP Flash
How it works
agent <--stdio--> godot-mcp server <--WebSocket--> game (GodotMCP autoload)
|
+-- starts godot --path <project> as a child processThe server starts Godot itself and reads its output. When the game boots, the GodotMCP autoload connects back to the server over a WebSocket on 127.0.0.1 using a port and token passed on the command line. Without those arguments the autoload does nothing, and it is disabled in release builds.
Requirements
Godot 4 (tested on 4.7.2)
Node.js 20 or newer
Setup
Build the server:
git clone https://github.com/CyberIce2077/godot-mcp.git ~/projects/godot-mcp cd ~/projects/godot-mcp npm installCopy
addons/godot_mcpinto your game'saddons/folder, then enable Godot MCP under Project > Project Settings > Plugins. Enabling it registers theGodotMCPautoload.Add the server to Claude Code from your game's folder:
claude mcp add godot -- node ~/projects/godot-mcp/dist/index.js
Configuration
Variable | Default | |
|
| Godot executable |
| current directory | Folder containing |
For example:
claude mcp add godot -e GODOT_PROJECT=/path/to/game -e GODOT_PATH=/Applications/Godot.app/Contents/MacOS/Godot -- node ~/projects/godot-mcp/dist/index.jsLimitations
The game runs in a normal window. Godot's headless mode has no renderer, so screenshots would be blank.
Only one game at a time per server.
No editor integration yet: the agent edits scenes and scripts as files.
License
MIT
This server cannot be deployed
Maintenance
Related MCP Connectors
- Shiny GenOAuthai.shinygen
AI game maker: build, run, screenshot and play-test Godot and retro console games in a live project
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.
Control a real browser from AI agents: navigate, click, type, screenshot, read the page.
Game observability for coding agents: stutters, crashes, custom metrics, dashboards, playtest bots
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