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ItsHege

Godot Codex Bridge MCP

by ItsHege

Godot Codex Bridge

Godot Codex Bridge gives OpenAI Codex eyes, hands, and runtime feedback inside the Godot Editor.

License: MIT Engine: Godot 4.x Node: >=20.11 MCP: 2025--11--25


The Problem

Coding agents are powerful at reading and editing source files, but game-engine work needs more than text access:

  1. No live engine context: raw .tscn and .gd files do not expose the active scene tree, current selection, editor state, camera framing, or runtime conditions.

  2. No visual feedback: an agent cannot reliably verify whether an object is floating, clipping, badly framed, or visually broken without viewport evidence.

  3. Unsafe direct mutation: editing serialized scene files directly can bypass Godot's normal editor safeguards and undo history.

Related MCP server: godot-mcp-server

What Godot Codex Bridge Enables

Godot Codex Bridge connects Codex to an active Godot 4 Editor session through a local MCP + addon architecture:

  • A Model Context Protocol (MCP) server exposing 100+ registered typed godot.* tools for scene introspection, diagnostics, guarded editor actions, diff previews, and visual evidence capture.

  • A Godot Editor Addon that executes supported actions on the engine main thread, exports live context snapshots, captures viewport evidence, and integrates with Godot's native UndoRedo flow.

  • A local Codex Host daemon that powers the in-editor Codex Chat experience and bridges to the OpenAI Codex app-server.

  • "Eye Attach" visual grounding so users can mark an exact region of the editor and attach that visual context to the next Codex prompt.


Key Features

  • Live Scene Introspection: inspect active scene metadata, node hierarchies, selection, project files, autoloads, input maps, and diagnostics.

  • Visual Evidence & Multi-View Capture: capture viewport screenshots and Front / Side / Top / Perspective proxy renders for a target Node3D.

  • UndoRedo-Backed Live Edits: supported editor mutations are routed through Godot-native undo actions rather than raw scene-file rewriting.

  • Safe Diff Preview Workflow: preview unified text diffs before applying approval-gated changes.

  • In-Editor Codex Chat: run Codex from a native Godot dock with thread, model, context, screenshot, and session controls.

  • Eye Attach: draw visual reference markers over the editor and attach them to the next Codex turn.

  • Explicit Save Boundary: supported live experimentation remains separate from persistent scene saves until an explicit save action is requested.


Architecture Overview

flowchart TD
    Codex["OpenAI Codex CLI"] -->|stdio MCP| MCP["Godot Codex Bridge MCP<br/>100+ registered typed tools"]

    MCP --> Catalog["Tool Catalog & Workflow Router"]
    MCP --> Guard["Path & Permission Guardrails"]

    Guard -->|Preferred: HTTP RPC| Host["Local Codex Host<br/>Port 49390"]
    Host -->|WebSocket| Addon["Godot Codex Bridge Addon"]
    Host <--> AppServer["OpenAI Codex app-server"]

    Chat["In-Editor Codex Chat<br/>& Eye Attach"] <--> Host

    Addon --> Editor["Godot Editor<br/>SceneTree · UndoRedo · Viewport"]
    Addon --> Evidence["Project-local evidence<br/>Snapshots · Screenshots · Multi-View"]

    Guard -.->|File fallback| Requests["requests/ & responses/"]
    Requests <-.-> Addon
    Evidence -->|observation & verification| Codex

MCP compatibility: the standalone MCP server can also be used with other MCP-compatible coding clients. Codex is the primary workflow for this project and for the in-editor host integration.


Closed-Loop Agent Workflow

Godot Codex Bridge is designed around an empirical development loop:

  1. INSPECT   ──► Read active scene/editor context and diagnostics
  2. MODIFY    ──► Apply supported guarded editor changes
  3. RUN       ──► Execute bounded validation or scene checks where supported
  4. OBSERVE   ──► Capture screenshots, multi-view evidence, and logs
  5. VERIFY    ──► Check the result against real editor/runtime evidence
  6. SAVE      ──► Persist only after verification and explicit approval

Visual Interface & Media

All screenshots below were captured from a real Godot 4.7 editor session running the included minimal_3d_project fixture.

Codex Tools Dock

The addon docks next to the Inspector, with Bridge and Codex Chat tabs beside the live 3D scene.

Godot editor with the Codex Tools dock open next to the 3D viewport

In-Editor Codex Chat

Connection status, thread controls, model and reasoning pickers, attachment toggles, team review controls, and the multiline composer.

Codex Chat dock with Advanced controls expanded

Granular Permissions

The Bridge tab exposes explicit permissions for screenshots, editor control, scene mutation, saving, chat, and review behavior.

Bridge tab showing permission toggles

"Eye Attach" Annotation

Capture the editor, draw reference markers, and attach them to the next prompt so Codex can see the exact region you mean.

Eye Attach dialog with a rectangle marker drawn around a 3D mesh

Multi-View Verification

godot.capture_multi_view_screenshots renders Front, Side, Top, and Perspective proxy views of a Node3D target and saves local PNG evidence plus metadata.

Front, side, top, and perspective offscreen renders of the fixture mesh


Safety Model

  • Local-Only Evidence: screenshots, snapshots, logs, and annotation artifacts are stored under the target project's .godot/godot_codex_bridge/ directory.

  • Read-First Philosophy: inspection and diagnosis are separated from mutation permissions.

  • UndoRedo Protection: supported live scene edits integrate with Godot's native undo stack.

  • Project-Root Guardrails: file operations enforce project-root boundaries and reject unsafe traversal.

  • Diff Preview Before Apply: supported text patch flows use reviewable diffs and approval tokens.

  • Explicit Save Boundary: scene persistence is separate from live experimentation.

See Safety Specifications for details.


Requirements

  • Godot Engine: Godot 4.x. Developed and validated against Godot 4.7.1; earlier 4.x releases are not yet verified.

  • Node.js: 20.11 or higher.

  • Operating System: Windows, Linux, or macOS.


Quickstart

1. Clone & Build

git clone https://github.com/ItsHege/godot-codex-bridge.git
cd godot-codex-bridge

npm install
npm run build
npm test

2. Configure Godot

Set GODOT_BIN to your Godot executable if Godot is not already on PATH:

# Windows (PowerShell)
$env:GODOT_BIN = "C:\Path\To\Godot_console.exe"

# Linux / macOS
export GODOT_BIN="/usr/local/bin/godot"

3. Install the Addon

Copy:

godot-codex-bridge/addons/godot_codex_bridge/

into your Godot project as:

your-godot-project/
└── addons/
    └── godot_codex_bridge/

Then enable Godot Codex Bridge in Project Settings → Plugins.

For full setup and troubleshooting, see the Quickstart Guide.


OpenAI Codex Setup

Add the MCP server to Codex using the CLI:

codex mcp add godot -- node "C:/path/to/godot-codex-bridge/godot-codex-bridge/mcp_server/dist/src/index.js" --project-root "C:/path/to/your-godot-project"

Or configure it in .codex/config.toml:

[mcp_servers.godot]
command = "node"
args = [
  "C:/path/to/godot-codex-bridge/godot-codex-bridge/mcp_server/dist/src/index.js",
  "--project-root", "C:/path/to/your-godot-project"
]

The in-editor Codex Chat uses the local Codex Host and OpenAI Codex app-server integration.

Other MCP Clients (Optional)

The standalone MCP server remains usable from other MCP-compatible clients such as Claude Desktop, Cursor, or Windsurf. See the Quickstart Guide and MCP Tool Catalog for generic MCP setup details.


Try the Minimal 3D Example

Open:

godot-codex-bridge/examples/minimal_3d_project/project.godot

With the addon enabled, ask Codex:

"Check the bridge status, inspect the current 3D scene, and capture multi-view evidence of the mesh."

A typical workflow uses tools such as:

  1. godot.bridge_status

  2. godot.get_current_scene

  3. godot.capture_viewport_screenshot

  4. godot.capture_multi_view_screenshots


Repository Structure

godot-codex-bridge/
├── .github/                       # CI workflow and issue/PR templates
├── docs/images/                   # Public screenshots and media
├── godot-codex-bridge/            # Product implementation root
│   ├── addons/godot_codex_bridge/ # Godot 4 Editor addon (GDScript)
│   ├── mcp_server/                # MCP server (TypeScript)
│   ├── codex_host/                # Local Codex/app-server host (TypeScript)
│   ├── examples/                  # Minimal Godot fixture project
│   ├── contracts/                 # JSON schemas and protocol samples
│   ├── tests/                     # GDScript addon tests
│   ├── docs/                      # Public architecture/setup/safety docs
│   └── scripts/                   # Install and validation scripts
├── scripts/                       # Cross-platform repository helper scripts
├── package.json                   # Root npm workspace
├── CONTRIBUTING.md
├── SECURITY.md
├── CHANGELOG.md
└── AGENTS.md                      # Public guidance for coding agents

The addon installer generates a machine-specific addons/godot_codex_bridge/host_config.json inside a target project. It is ignored by git; see host_config.example.json for its shape.


Documentation


Project Status & Maturity

  • Maturity: Developer Preview / MVP.

  • Automated validation currently includes:

    • 127 MCP server tests

    • 46 Codex Host tests

    • 64 GDScript addon test scripts (requires Godot)

  • Engine validation: Godot 4.7.1.


Known Limitations

  • Editor required for live tools: addon-backed actions require an active Godot Editor session.

  • Modal dialogs can pause heartbeat updates: blocking Godot dialogs freeze the editor main thread until dismissed.

  • Single active project pairing: one MCP server process targets one Godot project root.

  • Some registered MCP actions are not yet wired in the v0.1.0 addon: get_inspector_context, viewport_navigate, get_spatial_bounds, spatial_query, placement_check, snap_to_ground, snap_to_grid, undo_last_bridge_action, emergency_stop, playtest_input, and run_playtest_scenario currently return unsupported_editor_action when invoked live.

  • Multi-view renders are proxies: multi-view capture uses isolated unshaded proxy geometry rather than the fully lit editor scene; blank GPU frames can fall back to software geometry rendering.


License

This project is licensed under the MIT License.

Godot Engine is an open-source project registered by the Godot Foundation. OpenAI and Codex are trademarks of OpenAI. Godot Codex Bridge is an independent community open-source project and is not officially affiliated with or endorsed by OpenAI or the Godot Foundation.

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