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-mcpopen the main scene and add a new Sprite2D node"
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
MCP server for Godot editor automation.
Use
Install the editor bridge into a Godot project:
uv run godot-mcp --project /path/to/project install-pluginEnable Godot MCP Bridge in Godot's Project Settings > Plugins, then run the MCP server:
uv run godot-mcp --project /path/to/project --godot godot serveThe Python MCP server exposes script read/write/check tools, scene tree and scene edit tools, generic guarded editor calls, and runtime log diagnostics.
Scene and editor operations require the Godot editor plugin to be enabled. File
operations and run_project work from Python directly.
Related MCP server: godot-test-mcp
Codex setup
Install the plugin, create a Codex skill, and register the MCP server:
uv run godot-mcp \
--project /path/to/godot-project \
--godot /opt/homebrew/bin/godot \
setup-codexThe command writes a godot-mcp skill to ~/.codex/skills/godot-mcp and adds a
Codex MCP server named godot. Restart Codex, open the Godot editor, and enable
Godot MCP Bridge in Project Settings > Plugins.
Use --replace to refresh an existing godot MCP config, --mcp-name to use a
different server name, or --dry-run to print the changes without writing them.
This server cannot be deployed
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