Godot Universal MCP
Click on "Install 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 Universal MCPshow me the scene tree"
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 Universal MCP
Godot Universal MCP is a local-first Model Context Protocol server and Godot addon pair for AI-assisted Godot 4 development. It connects MCP-capable clients such as GitHub Copilot to a running Godot editor and optional debug runtime bridge.
What is Godot Universal MCP?
The project provides:
A Node.js MCP server that speaks stdio to your AI client.
A Godot editor plugin that exposes scene, node, project, and play-mode operations.
An optional runtime autoload for debug-time inspection during gameplay.
Configuration, docs, and examples for reproducible setup.
Related MCP server: godot-devtool
Quick start
Windows PowerShell
git clone <repository-url>
cd GodotMCP
.\scripts\install.ps1Then copy addons\godot_universal_mcp into your Godot project, enable the plugin, and point your MCP-compatible client at the generated .mcp.json.
Linux bash
git clone <repository-url>
cd GodotMCP
./scripts/install.shThen copy addons/godot_universal_mcp into your Godot project, enable the plugin, and configure your MCP client to launch npx -y godot-universal-mcp.
Architecture overview
AI client <-> MCP stdio server <-> localhost TCP <-> Godot editor/runtimeThe MCP server handles tool registration, request validation, and response formatting.
The editor bridge exposes safe editor automation on
127.0.0.1:9500by default.The runtime bridge exposes debug-only inspection on
127.0.0.1:9501by default.
For more detail, see docs/ARCHITECTURE.md.
VS Code / GitHub Copilot setup
Use either .mcp.example.json or .vscode/mcp.example.json as your starting point:
{
"servers": {
"godot-universal": {
"type": "stdio",
"command": "npx",
"args": ["-y", "godot-universal-mcp"]
}
}
}See docs/COPILOT_SETUP.md for a guided flow.
How to enable the Godot plugin
Copy
addons/godot_universal_mcpinto your Godot project'saddons/directory.Open Project > Project Settings > Plugins.
Enable Godot Universal MCP.
Confirm the dock appears and the editor bridge starts.
Optionally enable the runtime autoload for gameplay inspection.
More details: docs/GODOT_PLUGIN.md.
Safety model
Godot Universal MCP is designed for local development use:
Bridges bind to
127.0.0.1by default.Runtime inspection is intended for debug/editor builds only.
Remote access and eval-style capabilities should remain disabled unless explicitly needed.
AI-generated actions should be reviewed before applying destructive changes.
See SECURITY.md and docs/SECURITY.md.
Tool categories
Category | Example tools | Notes |
Editor inspection |
| Best for scene understanding and project context. |
Editor actions |
| Intended for local editor automation. |
Project control |
| Helps coordinate iteration loops. |
Runtime inspection |
| Debug-only visibility into the running game. |
Runtime control |
| Powerful tools; use conservatively. |
See docs/TOOL_REFERENCE.md for the full reference.
Troubleshooting
Plugin missing in Godot: verify the addon path and re-scan the filesystem.
MCP client cannot connect: confirm the plugin is enabled and the editor bridge port is available.
Runtime tools unavailable: ensure the runtime autoload is enabled in a debug/editor build.
Full guide: docs/TROUBLESHOOTING.md.
FAQ
Does this bundle Godot?
No. You must install Godot separately.
Does it work in production builds?
The runtime bridge is intended for debug/editor builds, not production deployment.
Do I need VS Code?
No. Any MCP-compatible client can launch the stdio server.
Is remote access enabled by default?
No. The default posture is localhost-only and safety-first.
Additional documentation
License
Licensed under the MIT License. See LICENSE, NOTICE.md, and THIRD_PARTY_NOTICES.md.
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