Skip to main content
Glama

Godot MCP

Windows Validation License: MIT Godot Engine Node.js TypeScript MCP Status

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 (minimal, core, 2d, 3d, navigation, ui, runtime, full)

✅ PASS

Protocol Unit Tests

52/52 tests passed (@godot-mcp/protocol)

✅ PASS

Server Unit Tests

250/250 tests passed (@godot-mcp/server)

✅ PASS

CLI Unit Tests

11/11 tests passed (@godot-mcp/cli)

✅ 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_mcp installation.

  • Persistent .godot-mcp/sessions/<session-id>/manifest.json.

  • Ephemeral .godot-mcp/runtime/bridge.json descriptor.

  • 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_tree

    • Scene, node, object, resource, script, signal, project settings/input and editor operations

    • visual.capture_viewport_2d, visual.capture_viewport_3d, visual.capture_game

    • headless.validate_project, headless.import, headless.run, headless.run_scene, headless.run_tests, headless.status, headless.stop, headless.get_output

    • project.run, project.run_scene, project.stop, runtime.* inspection/control

    • debug.output, debug.errors, debug.warnings, debug.performance

    • Advanced 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_out

    • transaction.*, file checkpoint.*, permissions.* and risk.preview

    • ui.* Control layout helpers and animation.* AnimationMixer/AnimationPlayer editing helpers

    • tilemap.* TileMapLayer editing helpers and tileset.* embedded TileSet/atlas helpers

    • node2d.*, sprite2d.*, camera2d.*, collision2d.* and parallax2d.* common 2D authoring helpers

    • node3d.*, mesh3d.*, camera3d.*, collision3d.*, light3d.*, material3d.* and shader3d.* common 3D/material authoring helpers

    • navigation.region.*, navigation.mesh.* and navigation.agent.* unified 2D/3D navigation authoring and baking helpers

  • CLI commands:

    • godot-mcp init

    • godot-mcp doctor

    • godot-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.exe

If 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.exe

init 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\GodotProject

The 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 configured

To 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:integration

The 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.

Maintenance

ActivityMaintained
ResponsivenessNo issues

Resources

Unclaimed servers have limited discoverability.

Looking for Admin?

If you are the server author, to access and configure the admin panel.

Related MCP Connectors

Related MCP Servers

  • A
    license
    Not graded
    quality
    A
    maintenance
    Enables AI assistants to edit, run, inspect, and fix Godot 4 projects through an MCP server with dynamic tool groups and setup-gated capabilities.
    231
    247
    MIT
  • A
    license
    C
    quality
    A
    maintenance
    Enables AI-driven game development by providing MCP tools to interact with the Godot editor, including scene editing, node manipulation, script attachment, and scene execution.
    28
    27
    MIT
  • F
    license
    A
    quality
    C
    maintenance
    Provides AI assistants with tools to launch the Godot editor, run projects, manipulate scenes, manage scripts, and control node properties through a standardized MCP interface.
    21
    -

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/SrDarkoll/godot-mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server