godot-mcp
Provides tools for controlling and inspecting Godot 4.x projects, including scene and node editing, project running, headless project management, debugging with breakpoints and stepping, and capturing 2D/3D viewport and game visuals.
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-mcpcapture the current game viewport"
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
Status: Developer Preview — Phase 9 (Advanced Debugging & Headless Process Manager)
Godot MCP is an open-source Model Context Protocol (MCP) bridge for controlling Godot 4.x from agentic AI assistants (such as Antigravity, Claude, Codex, and others). It enables agents to inspect, author, debug, simulate, and visually verify Godot games directly through standard MCP tool invocations.
Authoritative Validation Evidence
Godot MCP enforces rigorous end-to-end testing against live Godot 4.6.3 on Windows across 10 deterministic validation gates:
Scope | Metrics | Status |
Tool Surface | 183 canonical MCP tools across 8 profiles ( | ✅ PASS |
Protocol Unit Tests | 52/52 tests passed ( | ✅ PASS |
Server Unit Tests | 250/250 tests passed ( | ✅ PASS |
CLI Unit Tests | 11/11 tests passed ( | ✅ PASS |
General Integration | 15 test files (16 tests) driving live Godot 4.x EditorPlugin mutation lifecycle | ✅ PASS |
Runtime Integration | 3 test files (10 tests) controlling live game execution, inspection & native diagnostics | ✅ PASS |
Visual Integration | 1 test file (2 tests) capturing real 2D & 3D viewport pixels with checksum validation | ✅ PASS |
Phase 8 Headless | 1 test file (1 test) validating autonomous headless project management without editor | ✅ PASS |
Phase 9 DAP Debugger | 1 test file (2 tests) validating DAP stack, variables, stepping, breakpoints & reapply | ✅ PASS |
Tool Contracts | 183/183 tools verified against canonical JSON schemas with zero drift | ✅ PASS |
Related MCP server: Godot MCP Extended
Current capabilities
Windows-first architecture for Godot 4.x.
Node.js 22+ TypeScript monorepo.
Standard MCP server over stdio.
One active Godot project/editor connection per server session.
Authenticated WebSocket bridge bound only to
127.0.0.1.Per-project
addons/godot_mcpinstallation.Persistent
.godot-mcp/sessions/<session-id>/manifest.json.Ephemeral
.godot-mcp/runtime/bridge.jsondescriptor.True Headless Process Manager for autonomous validation, asset importing, script testing, and background execution without GUI dependency.
Advanced Interactive DAP Debugging: breakpoints, stepping, stack frame inspection, lazy variable expansion, and breakpoint sync.
Real-time Visual Viewport & Game Captures (2D & 3D editor viewports, game runtime capture).
Declared-file transactions, recoverable file checkpoints, and session risk/permissions (
transaction.*,checkpoint.*,permissions.*).MCP tools (183 tools organized in profiles):
session.status,godot.capabilities,godot.tools(bounded tool/profile discovery)project.info,scene.get_treeScene, node, object, resource, script, signal, project settings/input and editor operations
visual.capture_viewport_2d,visual.capture_viewport_3d,visual.capture_gameheadless.validate_project,headless.import,headless.run,headless.run_scene,headless.run_tests,headless.status,headless.stop,headless.get_outputproject.run,project.run_scene,project.stop,runtime.*inspection/controldebug.output,debug.errors,debug.warnings,debug.performanceAdvanced DAP Debugger:
debug.breakpoint.set,debug.breakpoint.remove,debug.breakpoint.list,debug.stack,debug.variables,debug.expand,debug.continue,debug.step_into,debug.step_over,debug.step_outtransaction.*, filecheckpoint.*,permissions.*andrisk.previewui.*Control layout helpers andanimation.*AnimationMixer/AnimationPlayer editing helperstilemap.*TileMapLayer editing helpers andtileset.*embedded TileSet/atlas helpersnode2d.*,sprite2d.*,camera2d.*,collision2d.*andparallax2d.*common 2D authoring helpersnode3d.*,mesh3d.*,camera3d.*,collision3d.*,light3d.*,material3d.*andshader3d.*common 3D/material authoring helpersnavigation.region.*,navigation.mesh.*andnavigation.agent.*unified 2D/3D navigation authoring and baking helpers
CLI commands:
godot-mcp initgodot-mcp doctorgodot-mcp config
Visual checkpoints index images; file checkpoints restore selected on-disk files. Release automation and unsaved live-memory crash recovery remain future roadmap items.
Requirements
Windows for the first supported development target.
Node.js 22 or newer.
npm.
Godot 4.x for editor integration tests and automatic plugin enabling.
Quick start from an existing checkout
cd godot-mcp
npm install
npm run build
npm exec -- godot-mcp init C:\path\to\GodotProject --godot C:\path\to\Godot.exe
npm exec -- godot-mcp doctor C:\path\to\GodotProject --godot C:\path\to\Godot.exeIf godot-mcp has been linked or its local npm bin directory is already on PATH, the shorter form is equivalent:
godot-mcp init C:\path\to\GodotProject --godot C:\path\to\Godot.exe
godot-mcp doctor C:\path\to\GodotProject --godot C:\path\to\Godot.exeinit copies the addon into <project>\addons\godot_mcp, creates .godot-mcp/config.json, prepares runtime/session directories, and asks Godot to enable the plugin when a Godot executable is supplied.
Start the MCP server
After building, an MCP client should launch the server with the target Godot project:
node .\packages\server\dist\index.js --project C:\path\to\GodotProjectThe server owns stdout for MCP stdio. Diagnostics are written to stderr. When it starts, it creates a session manifest and a short-lived loopback bridge descriptor that the installed Godot addon discovers.
Tool exposure defaults to the complete full profile. Persist a narrower surface with godot-mcp config <project> --tool-profile 3d, or pass --tool-profile minimal|core|2d|3d|navigation|ui|runtime|full to start/the server for a one-session override. Profiles are fixed for the lifetime of the server.
Integration test
Without Godot configured, the integration command intentionally skips:
npm run test:integration
# SKIP integration: GODOT_BIN is not configuredTo make the real Godot handshake mandatory:
$env:GODOT_BIN = "C:\Tools\Godot\Godot_v4.x-stable_win64.exe"
$env:REQUIRE_GODOT_INTEGRATION = "1"
npm run test:integrationThe real integration test installs/enables the addon in a temporary deterministic project, opens main.tscn in a headless editor, waits for the authenticated bridge handshake, and verifies live project.info and scene.get_tree responses.
Repository layout
For the native editor/game debugger tests, set GODOT_RUNTIME_INTEGRATION=1 with GODOT_BIN and run npm run test:integration:runtime. Re-run init with --godot to install the development runtime autoload and compatible native logger adapter.
For real viewport rendering on Windows, set GODOT_VISUAL_INTEGRATION=1 alongside GODOT_BIN and run npm run test:integration:visual. This tier requires graphical rendering and does not pass by skipping. npm run check:godot checks every addon script against the configured executable. Captures and graphical test evidence are retained locally; no automatic deletion occurs.
packages/
protocol/ Shared wire schemas and result types
server/ MCP stdio server, sessions, bridge, read tools
cli/ init and doctor commands
godot-addon/ Per-project Godot 4 EditorPlugin
tests/integration/
fixtures/
docs/Foundation documentation
Autonomous verification
After editing a project, agents can use workflow.run_check to restart only a session-owned runtime, collect diagnostics/performance, capture the game viewport, and receive a deterministic pass | fail | inconclusive verdict plus the PNG in the same MCP response. workflow.snapshot creates immutable comparison baselines and workflow.diff_since returns only evidence created after a baseline. See docs/tools/workflow.md.
License
MIT. See LICENSE.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections. Dates show when Glama detected each change.
No tool schema history has been recorded yet.
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