Godot MCP
Godot MCP
AI-powered game development for Godot Engine via Model Context Protocol
๐ Website ยท ๐ Tools Catalog ยท ๐ฌ GitHub ยท ๐ฆ Releases
Godot MCP connects AI assistants (Claude, Cursor, VS Code Copilot, OpenCode, and any MCP-compatible client) directly to the Godot editor. It exposes 300+ tools across 40+ modules, covering everything from scene construction and node manipulation to runtime inspection, input recording, physics setup, animation authoring, project export, addon management, debugging, and platform-specific configuration.
The AI can read your scene tree, create nodes, write scripts, simulate gameplay input, capture screenshots, run assertions, and batch-modify properties across scenes, all through a single WebSocket bridge.
This project was developed with the help of multiple AI models: MiMo-V2.5-Pro, DeepSeek V4 Pro, DeepSeek V4 Flash, and Qwen 3.7 Plus.
Table of Contents
Features
300+ tools for complete Godot development workflows
Real-time scene manipulation โ add, delete, move, rename, and reconfigure nodes without leaving your AI chat
Runtime game inspection โ query the live scene tree, read/write properties during gameplay, execute GDScript in the running game
Input recording and replay โ record player sessions, replay at variable speed, simulate keyboard/mouse/action input
Visual testing with screenshots โ capture editor and game viewport screenshots for visual regression checks
Animation authoring โ create clips, add tracks, set keyframes, build state machines and blend trees
Physics setup โ add bodies, collision shapes, raycasts, physics materials; configure layers/masks
Audio management โ add players, configure bus layouts, insert effects (reverb, delay, chorus, etc.)
Navigation โ set up regions, agents, bake navmeshes, query pathfinding between points
TileMap editing โ set cells, fill rectangles, clear areas, read tile data
Theme and shader tools โ create themes, set colors/fonts/styleboxes; create, edit, and validate shaders
Batch operations โ find nodes by type, set properties across scenes, detect circular dependencies
Testing framework โ run multi-step test scenarios, assert node state, check screen text, run stress tests
Undo/redo support โ all editor mutations go through Godot's built-in undo system
Auto port scanning โ server and plugin negotiate on ports 6505-6514 automatically
Zero project modification โ installs as a standard Godot plugin, no engine changes required
Architecture
MCP Client (Claude, Cursor, VS Code, OpenCode)
โ stdio (JSON-RPC 2.0)
โผ
Node.js MCP Server (TypeScript)
โ WebSocket (JSON-RPC 2.0)
โผ
Godot Editor Plugin (GDScript)
โโโ Command Router โ 40+ command modules โ 300+ tools
โโโ UndoRedo Helper
โโโ Runtime Autoload (mcp_runtime.gd)
โ scene tree queries, property R/W, input simulation,
screenshot capture, signal watchingData flow: AI client sends a tool call over stdio โ MCP server looks up the tool in the registry โ forwards via WebSocket to the Godot plugin โ command router dispatches to the correct module โ module calls Godot Editor API (with undo/redo) โ result flows back to the AI client.
See the website for a detailed architecture diagram.
Installation
Prerequisites
Godot 4.x (tested with 4.7)
An MCP-compatible AI client (Claude Desktop, Cursor, VS Code with Copilot, OpenCode, etc.)
Godot Addon
Option A โ Download from Releases (recommended)
Go to the Releases page and download the latest
addonszip asset (e.g.keeveeg-godot-mcp-v1.1.0-addons.zip).Extract the zip into your Godot project root โ this places
addons/godot_mcp/in the correct location.Open your project in Godot.
Go to Project โ Project Settings โ Plugins.
Find Godot MCP in the list and set it to Active.
Option B โ Copy from the repository
Copy the
addons/godot_mcp/folder from this repository into your project'saddons/directory.Open your project in Godot.
Go to Project โ Project Settings โ Plugins.
Find Godot MCP in the list and set it to Active.
After enabling, the plugin scans ports 6505-6514 for a running MCP server. Once connected, the MCP tab appears in the bottom panel showing connection status and activity log.
Configuration
MCP Client
Add the following to your MCP client's configuration file:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "@keeveeg/godot-mcp"]
}
}
}For local development, use the full path:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/path/to/godot-mcp/server/dist/index.js"]
}
}
}Client | Config file |
Claude Desktop |
|
Cursor |
|
OpenCode |
|
Example opencode.json:
{
"mcp": {
"godot": {
"type": "local",
"command": ["npx", "-y", "@keeveeg/godot-mcp"]
}
}
}Environment Variables
Variable | Default | Description |
| (unset) | Set to any value to enable debug logging in the server |
Tool Enable/Disable
Create a godot_mcp_config.json file in your Godot project root to selectively disable tools:
{
"enabled_tools": {
"delete_scene": false,
"reload_project": false,
"execute_editor_script": false
}
}Tools not listed in the config are enabled by default. The plugin reads this file on startup.
Tools
All 300+ tools across 40+ modules are documented in the Tools Catalog with searchable descriptions and category groupings.
Troubleshooting
Connection Problems
"Godot editor is not connected"
The MCP server is running but Godot hasn't connected yet.
Make sure the Godot editor is open with the MCP plugin active
Check the MCP panel in Godot's bottom dock for connection status
Verify no firewall is blocking localhost connections on ports 6505-6514
Look at Godot's output log for
[MCP]messages
"Failed to bind to any port in range 6505-6514"
All ports in the scanning range are occupied.
Check if another instance of the MCP server is already running
Kill any stale
nodeprocesses:pkill -f "godot-mcp"(Linux/macOS) or use Task Manager (Windows)The server will automatically try the next available port
Godot Path Not Found
Use
res://prefixed paths (e.g.,res://scenes/main.tscn)Use
get_filesystem_treeto verify the project structureMake sure the Godot project is the one you think it is (check
get_project_info)
WebSocket Timeout
"Request timed out after 30000ms"
The editor may be busy (compiling, loading a large scene)
Check if a dialog is blocking the editor (the plugin auto-dismisses most dialogs during gameplay)
Try the request again โ for large operations, the editor may need more time
Plugin Not Loading
Verify the
addons/godot_mcp/directory is in the correct locationGo to Project โ Project Settings โ Plugins and check if Godot MCP appears
If it appears but is disabled, enable it
Check for GDScript errors in the output log
Try Project โ Reload Current Project
Runtime Tools Not Working
The mcp_runtime.gd autoload must be present for runtime tools to work. The plugin registers it automatically, but verify:
Open
project.godotand check the[autoload]sectionYou should see:
mcp_runtime="res://addons/godot_mcp/services/mcp_runtime.gd"Important: Do NOT use the
*prefix โ the*means "editor only" and the autoload won't load in-gameCheck Godot's output log for
[MCP Runtime] Loaded and ready for IPC
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