Skip to main content
Glama

Godot Runtime MCP Server

npm version npm downloads License: MIT Node.js

An MCP server that gives AI assistants direct access to a running Godot 4.x game. Not just file editing, not just scene manipulation, but actual runtime control: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.

Most Godot MCP servers operate headlessly. They can create scenes, add nodes, attach scripts, and that covers a lot of ground. But they stop at the editor boundary. This one doesn't. When you run a project through this server, it injects a lightweight UDP bridge as an autoload, and suddenly the AI can interact with your game the same way a player would. It presses keys, clicks buttons, reads what's on screen, and runs arbitrary code against the live scene tree.

The distinction matters: the AI doesn't just write your game, it can test it.

What It Does

Headless editing: Create scenes, add nodes, set properties, attach scripts, manage UIDs. All the standard operations you'd expect, no editor window required.

Runtime bridge: When run_project is called, the server injects McpBridge as an autoload. This opens a UDP channel on port 9900 and enables:

  • Screenshots: Capture the viewport at any point during gameplay

  • Input simulation: Batched sequences of key presses, mouse clicks and movement, UI element clicks by name or path, Godot action presses, and timed waits

  • UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state

  • Live script execution: Compile and execute arbitrary GDScript with full SceneTree access while the game is running

The bridge cleans itself up automatically when stop_project is called. No leftover autoloads, no modified project files.

Related MCP server: Godot MCP

Quick Start

Prerequisites

Install via npm

npm install -g godot-mcp-runtime

Or clone from source

git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build

Configure Your MCP Client

Add the following to your MCP client config. This works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.

If installed via npm:

{
  "mcpServers": {
    "godot": {
      "command": "godot-mcp-runtime",
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

If cloned from source:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to>/godot-mcp-runtime/dist/index.js"],
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it.

Set "DEBUG": "true" in env for verbose logging.

Verify

Ask your AI assistant to call get_project_info. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working.

Tools

Project

Tool

Description

launch_editor

Open the Godot editor for a project

run_project

Run a project and inject the MCP bridge

stop_project

Stop the running project and clean up the bridge

get_debug_output

Read stdout/stderr from the running project

list_projects

Find Godot projects in a directory

get_project_info

Get project metadata, or just the Godot version if no project path is given

Runtime (requires run_project first)

Tool

Description

take_screenshot

Capture a PNG of the running viewport

simulate_input

Batched input: key, mouse_button, mouse_motion, click_element, action, wait

get_ui_elements

Get visible Control nodes with positions, types, and text

run_script

Execute GDScript at runtime with full SceneTree access

Scene: manage_scene

Operation

Description

create

Create a new scene file

add_node

Add a node to an existing scene

load_sprite

Set a texture on a Sprite2D, Sprite3D, or TextureRect

save

Save a scene, or save-as with newPath

export_mesh_library

Export scenes as a MeshLibrary for GridMap

UIDs: manage_uids (Godot 4.4+)

Operation

Description

get

Get a resource's UID

update

Resave all resources to update UID references

Node: manage_node

Operation

Description

delete

Remove a node from a scene

update_property

Set a property on a node

get_properties

Read node properties

attach_script

Attach a GDScript to a node

list

List child nodes

get_tree

Get the full scene tree hierarchy

Architecture

src/
├── index.ts                # MCP server entry point, routes tool calls
├── tools/
│   ├── project-tools.ts    # Project and runtime tool handlers
│   ├── scene-tools.ts      # Scene operations
│   └── node-tools.ts       # Node operations
├── scripts/
│   ├── godot_operations.gd # Headless GDScript operations
│   └── mcp_bridge.gd       # UDP autoload for runtime communication
└── utils/
    └── godot-runner.ts     # Process spawning, output parsing

Headless operations spawn Godot with --headless --script godot_operations.gd, perform the operation, and return JSON.

Runtime operations communicate over UDP with the injected McpBridge autoload in the running game.

How the Bridge Works

When run_project is called:

  1. mcp_bridge.gd is copied into the project directory

  2. It's registered as an autoload in project.godot

  3. The project launches with the bridge listening on UDP port 9900

  4. Runtime tools send JSON commands to the bridge and await responses

  5. When stop_project is called, the autoload entry and bridge script are removed

Files generated during runtime (screenshots, executed scripts) are stored in .mcp/ inside the project directory. This directory is automatically added to .gitignore and has a .gdignore so Godot won't import it.

Acknowledgments

Built on the foundation laid by Coding-Solo/godot-mcp for headless Godot operations.

Developed with Claude Code.

License

MIT


Install Server
A
security – no known vulnerabilities
A
license - permissive license
A
quality - confirmed to work

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/Erodenn/godot-runtime-mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server