Godot Codex Bridge MCP
Provides integration with a live Godot Editor session, enabling scene introspection, viewport screenshots, multi-view renders, guarded editor mutations with UndoRedo support, diff previews, and visual evidence capture for coding agents.
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 Codex Bridge MCPCapture a front view screenshot of the player scene and check if it clips the floor."
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 Codex Bridge
Godot Codex Bridge gives OpenAI Codex eyes, hands, and runtime feedback inside the Godot Editor.
The Problem
Coding agents are powerful at reading and editing source files, but game-engine work needs more than text access:
No live engine context: raw
.tscnand.gdfiles do not expose the active scene tree, current selection, editor state, camera framing, or runtime conditions.No visual feedback: an agent cannot reliably verify whether an object is floating, clipping, badly framed, or visually broken without viewport evidence.
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
UndoRedoflow.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| CodexMCP 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 approvalVisual 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.

In-Editor Codex Chat
Connection status, thread controls, model and reasoning pickers, attachment toggles, team review controls, and the multiline composer.

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

"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.

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.

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:
20.11or 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 test2. 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.godotWith 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:
godot.bridge_statusgodot.get_current_scenegodot.capture_viewport_screenshotgodot.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 agentsThe 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, andrun_playtest_scenariocurrently returnunsupported_editor_actionwhen 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.
This server cannot be deployed
Maintenance
Related MCP Connectors
Approved test intent, reviewed Playwright automation and run evidence, inside your editor.
1Runtime permission, approval, and audit layer for AI agent tool execution.
Preflight, approve, and prove consequential agent actions with signed evidence and x402 tools.
Agent-Native design tool - create and edit visual designs with agent assistance
Related MCP Servers
- AlicenseAqualityDmaintenanceEnables AI agents to launch, edit, debug, and test Godot game projects with comprehensive scene and script manipulation tools.501MIT
- AlicenseCqualityAmaintenanceEnables AI agents to interact with the Godot game engine, including project inspection, scene/script parsing, headless exports, runtime control with live scene-tree inspection and evaluation, and API documentation search.100396 npm2MIT
- AlicenseBqualityBmaintenanceEnables AI assistants to automate Godot 4 projects via headless tooling, live editor control, and runtime remote control, including scene building, testing, and observation.431MIT
- AlicenseBqualityBmaintenanceEnables AI agents to inspect, modify, run, and debug Godot projects, including scene and script analysis, editor and project management, and visual verification through screenshots.22198 npm13MIT