godot-mcp-bridge
godot-mcp-bridge
An AI that works with you in the Godot editor — not instead of you.
Every Godot MCP server lets an AI drive the editor. This one also tells the AI what you just did — the scene you opened, the node you selected, the file you saved — so you can both work in the same project at the same time without stepping on each other. Add a real step-debugger, scope-aware refactoring through Godot's language server, live-tree edits that never clobber your unsaved work, and 228 tools that were each verified against a running editor rather than just written.
Started as a fork of tomyud1/godot-mcp (MIT
licensed) and has since diverged substantially — see CHANGELOG.md.
💬 What you'd actually say to it
"The player falls through the floor sometimes. Set a breakpoint in
_physics_processand tell me whatvelocityis when it happens."
"Build me an enemy: CharacterBody2D, circle collider, sprite, patrol script, and put it in the
enemiesgroup."
"Run the game, press jump, screenshot it, and tell me if the animation played."
"Which of my resources aren't referenced by anything anymore?"
"Export a Windows debug build and tell me when it's done."
Under the hood that's a breakpoint hit read from a paused frame, a scaffolded scene tree, a runtime input + screenshot loop, a dependency sweep, and an async headless build — but you don't have to know which tool does which.
// debug_launch({scene: "res://scenes/level.tscn"})
{ "state": "stopped", "stopped_reason": "breakpoint", "hit_breakpoint": true }
// debug_stack_trace()
{ "frames": [{ "name": "_physics_process", "line": 17,
"source": ".../scenes/player.gd" }] }
// debug_variables({variables_reference: 1}) ← the Locals scope
{ "variables": [{ "name": "delta", "value": "0.01666666666667" },
{ "name": "direction", "value": "<null>" }] }
// debug_evaluate({expression: "velocity"})
{ "result": "(0.0, 0.0)" }Real output from the test project — delta is exactly 1/60, matching its 60 Hz
physics tick.
Related MCP server: Godot MCP
✨ Why this one
It's bidirectional. The AI can poll get_editor_activity to see what you just did
in the editor — selection, scene open/close/save, script focus, resource saves, asset
reimports, undo/redo, which screen you're on — tagged human vs its own actions. It finds
out you moved something without having to ask. Every other Godot MCP is one-directional:
the AI drives, and is blind to you. (Checked by reading the source of 12 competing
servers in July 2026, not their READMEs.)
It doesn't clobber your work. Many Godot MCP servers edit your .tscn files on disk.
If you have that scene open with unsaved changes, they silently overwrite it. Here, when
a scene is open, every mutating tool edits the live editor tree instead — your
unsaved edits survive and every change goes through Godot's undo system (Ctrl+Z
works). Closed scenes still edit on disk as usual.
The claims are tested, not asserted. 526 GDScript checks against the tool handlers, 147 Node tests for the bridge and the tool registry, and 43 that drive a real Godot editor — creating scenes, mutating one that is open, launching an actual game — on every push, on both Godot 4.5 and 4.7. Every one of the tools that writes to your project has automated coverage.
That suite is not decoration; it is where the bugs came from. It caught close_scene_tab
being broken on 4.5 (the minimum this README promises), a run_scene that froze the
whole editor for its entire timeout on every single call, and a res:// texture path
that five different tools accepted and silently threw away. Each of those was found by a
test that failed, not by reading the code — and each is in
CHANGELOG.md with what it cost.
See Limitations for what it still can't do.
More of what it does:
Step-debugger — set breakpoints, step, read the real call stack and frame variables, evaluate expressions in the paused frame, over Godot's own Debug Adapter. Stop at the failure and look at actual values instead of inferring them from
print()output.Real headless export — builds an actual game binary via a shadow-workspace clone, asynchronously, without freezing the editor (
export_project→get_export_status).Runs your real tests —
run_gut_testsexecutes your GUT unit suite (sync or async) and reports pass/fail, so the AI acts on real results instead of guessing.Drives the running game — call methods, set properties,
awaitsignals,game_evala snippet, record/replay input, snapshot the live tree, even a multiplayer peer-spawn harness (spawn_headless_peers) — deterministic playtesting without screenshots.Sandboxed paths — every path is guarded against traversal outside the project (the class of bug behind CVE-2026-15522 in another server).
Writes the boilerplate for you —
wire_signalconnects a signal and generates the correctly-typed handler;generate_onready_refsemits typed@onreadyvars for a subtree;scaffold_entitybuilds a character (body + collision shape resource + spritemovement script) in one call;
scaffold_state_machinelays out a working FSM. Physics layers can be set by name instead of bit indices.
Tells you what's rotting —
find_unused_resources,detect_circular_dependencies,analyze_scene_complexity, andanalyze_signal_flow(which catches connections whose handler doesn't exist — a bug that otherwise only shows up at runtime).Asks what changed, not for everything again —
scene_difftakes a snapshot id and then returns only the added, removed and modified nodes (with before/after values), so the agent stops paying for a fullread_sceneevery time it looks back. It catches your edits too, not just its own.Catches multiplayer bugs that fail silently —
mp_diagnoseflags an.rpc()call to a method with no@rpcannotation, a synchronizer replicating nothing, and a spawner whosespawn_pathgoes nowhere. None of those error when you write them; all of them look like "the client is broken" when a second peer joins.Visual regression —
compare_screenshotsdiffs two frames and reports the changed percentage and region, so "did my change actually alter the screen?" has an answer.Tests your UI like a human would — click a button by its visible caption (
click_control_runtime({text: "Start"}), which refuses and lists candidates if the text is ambiguous), then assert what's on screen withassert_screen_text— reading the live Control tree, so it works headless with no OCR.Localization that doesn't half-work —
sync_localizationregisters the.translationfiles Godot generated from your CSV (the manual step that silently makes a language never load) and reports every key you haven't translated yet, per locale.Setup that explains itself —
npx godot-mcp-bridge installinstalls and enables the addon in one command;doctordiagnoses a broken setup;diagnose_connectiontells the AI exactly why the editor isn't connecting.Fast + robust —
batch_execute/batch_scene_editcut N calls to one; heavy reads (read_scene,scene_tree_dump,classdb_query) takemax_depth/filterto stay token-cheap; only 38 tools load by default so the agent stays focused. Measured, not claimed — see below.Symbol-accurate refactoring —
gd_renameandgd_referencesgo through Godot's language server, so they understand scope: renaming a localspeedwon't touch an unrelated class'sspeedthe way a text search would.gd_diagnosticssurfaces type errors without running the game.Multiplayer scaffolding —
mp_add_spawner/mp_add_synchronizerbuild Godot 4's replication nodes (including theSceneReplicationConfigsub-resource that makes them tedious by hand),mp_wire_rpcwrites correctly-annotated@rpcmethods, andmp_scaffold_lobbygenerates the host/join plumbing.C#, honestly —
create_csharp_scriptscaffolds the boilerplate, andcsharp_statustells you up front whether C# can work here at all. The standard Godot build has no C# support: a.csfile saves fine, attaches to nothing, and fails silently. Better to find that out before writing any.Preset toolsets at startup —
GODOT_MCP_TOOLSETS=runtime,debug(orall) puts those tools in the FIRST tool list. Enabling one mid-session relies on the client re-fetchinglist_tools, and several clients cache it for the session; presetting sidesteps that entirely.Opt-in confirmation gate — set
GODOT_MCP_REQUIRE_CONFIRM=trueand operations with no undo path (file deletes/renames, script rewrites, mass renames, project settings) require an explicitconfirm: true. Edits to an open scene are exempt — those do land on Godot's undo history, so Ctrl+Z (orundo_last) already covers them.Pre-flight validation —
validate_scriptssweeps every.gd(loading each the way the editor does, so a script using an autoload isn't reported as broken);validate_scene_integrityflags nodes left with an empty required resource — including an instance whose script went missing, which otherwise just stops behaving with no error;validate_meshescatches empty geometry.Look at a scene without running it —
render_scene_previewrenders a 2D scene to a PNG offscreen, auto-framed on its content. Checking whether a level's platforms line up used to mean launching the game; now it doesn't, so it actually gets checked.Says when a write didn't land — a property can exist, accept an assignment and still hold something else (Godot clamps and coerces silently: a
TextureRectasked forsize.y = 6.667keeps 16). Scene tools read back what they wrote and report the mismatch instead of reporting success.Wires exported node slots —
set_node_referencepoints an@export var target: Area2Dat another node, the thing you'd otherwise do by dragging in the inspector and which no value-based property tool can express.
⚙️ Running more than one project
One project on one machine needs no configuration. If you run several — or a CI editor alongside your own — set two things, because the addon dials a fixed port and cannot tell which server answered:
Variable | Where | What it does |
| server and editor | Port for the bridge. Give each project its own. |
| Project Settings | Per-project port, if you'd rather not set an env var on the editor. |
| server | Absolute path of the project this server serves. Any editor with a different project open is refused. |
GODOT_MCP_PROJECT is the one worth setting even with a single project. Without
it the first editor to reach the port is trusted with every tool call, so an
unrelated editor that happens to be open can end up receiving edits meant for
this one. With it, that connection is refused and the editor says so instead of
silently taking the work.
🧮 What it costs per request
Tool definitions are sent on every request, so a large always-on surface is a
standing tax on every message — the most common complaint about Godot MCP servers,
and one nobody publishes a number for. Here is ours, from
scripts/measure-tools.mjs so you can
re-run it:
tools | ~tokens | |
| 35 | 7,540 |
Everything, every toolset on | 228 | 45,132 |
So the default surface is 16.7% of the full one, and turning everything on
costs roughly 37,600 extra tokens on every request. That is the reason the
default is small and the rest is opt-in per toolset (or preset once via
GODOT_MCP_TOOLSETS), rather than a judgement that the other 190 tools do not
matter.
The estimate is chars ÷ 4, which is close enough to compare sets and honest about
being an estimate. The most expensive definitions inside core are
modify_node_property, add_node and run_scene — verbose because they carry
the "use this, NOT that" wording that stops an agent picking the wrong neighbour.
📊 How it compares
Checked in July 2026 by reading each project's source, not its marketing. Star count mostly tracks how early a project shipped, so it's listed last rather than first.
godot-mcp-bridge (this repo) | yurineko73/Godot-MCP-Native (most active) | tomyud1/godot-mcp (fork origin) | Coding-Solo/godot-mcp (most-starred) | |
Tools | 228 (38 loaded by default) | 155 | 42 | ~14 |
Live-tree editing + undo | ✅ | ✅ | ❌ (overwrites open scenes on disk) | ❌ |
Step-debugger | ✅ | ✅ | ❌ | ❌ |
Drives the running game (input, | ✅ | ✅ | ❌ | ❌ |
Sees what you just did ( | ✅ | ❌ | ❌ | ❌ |
Async headless export (doesn't block the editor) | ✅ | CLI export | ❌ | ❌ |
Runs your real test suite (GUT) | ✅ | ❌ | ❌ | ❌ |
Works with Codex CLI (stdio) | ✅ | ❌ (HTTP only — their issues #1, #24) | ✅ | ✅ |
Last release | active | active | Apr 2026 | Apr 2026 |
GitHub stars | — | 464 | 397 | 4.9k |
About the Node process. Godot-MCP-Native runs entirely inside the editor and
sells that as "no sidecar". It is a real trade, so here is the other half of it. A
server living in the editor process is bound to the editor's lifetime and to its
main thread. That costs three things: it cannot be spawned over stdio, so
stdio-only clients like Codex CLI cannot load it at all; it dies when Godot
crashes, taking your AI client's connection with it; and any slow work freezes
the editor, because @tool scripts run on the main thread.
That last one is measurable. Asked "which assets does nothing reference?" on a project with a couple of free asset packs in it (24,649 files, 12,201 images), the same analysis takes 1.6 seconds in a separate process and never touches the editor — where an in-editor implementation blocks the UI for 26 seconds. The sidecar is an install step you pay once; the main thread is one you pay every call.
The honest read: undo, a debugger, and runtime control are table stakes now — the good projects all have them. What no one else does is the bidirectional half, and the two most-starred options haven't shipped since April.
📦 Quick Start
0. Install Node.js (one-time setup)
Download and run the installer from nodejs.org (LTS version). It's a standard installer — no terminal needed.
1. Install the Godot plugin
One command, from inside your Godot project folder:
npx godot-mcp-bridge installThat copies the addon into addons/godot_mcp/ and enables the plugin in
project.godot (backing the file up first, and keeping every other plugin and
setting intact). Add --client claude-desktop or --client cursor and it will
register the server in that client's config too.
Something not connecting? Run this and it tells you which step is missing:
npx godot-mcp-bridge doctorCopy the addons/godot_mcp/ folder from this repo into your Godot project's
addons/ directory. Then go to Project → Project Settings → Plugins and
enable the Godot MCP plugin.
(The "Godot AI Assistant tools MCP" AssetLib listing belongs to the upstream project this repo forked from, not this one — installing from there gets you the upstream addon, not this fork.)
2. Add the server config to your AI client
Claude Desktop — Settings → Developer → Edit Config → open the config file and paste:
Mac / Linux:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-bridge"]
}
}
}Windows:
{
"mcpServers": {
"godot": {
"command": "cmd",
"args": ["/c", "npx", "-y", "godot-mcp-bridge"]
}
}
}Cursor — Settings → MCP → Add Server:
Mac / Linux:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-bridge"]
}
}
}Windows:
{
"mcpServers": {
"godot": {
"command": "cmd",
"args": ["/c", "npx", "-y", "godot-mcp-bridge"]
}
}
}Claude Code — run in terminal:
claude mcp add godot -- npx -y godot-mcp-bridgeCodex CLI — run in terminal:
codex mcp add godot -- npx -y godot-mcp-bridgeOr add it to ~/.codex/config.toml by hand:
[mcp_servers.godot]
command = "npx"
args = ["-y", "godot-mcp-bridge"]On Windows use command = "cmd" and args = ["/c", "npx", "-y", "godot-mcp-bridge"].
Codex CLI speaks stdio only — it cannot use an MCP server that is reachable solely over HTTP. This server is a stdio server, so it works there without a bearer token or a port to keep track of.
Works with any MCP-compatible client (Cline, Windsurf, etc.)
3. Restart your AI client
Close and reopen Claude Desktop / Cursor / your client so it picks up the new config.
4. Restart your Godot project
Hit Restart Project in the Godot editor. Check the top-right corner — you should see MCP Connected in green. You're ready to go.
🧰 What Can It Do?
228 Tools, 38 Loaded by Default
A big always-on tool list makes an AI agent wander between unrelated
capabilities and burns context on definitions it never uses. So only core
(38 tools) is visible by default — the smallest set that carries a normal
session end to end: look around, edit scenes and scripts, run the game, read the
errors.
Everything else is grouped by intent and is one call away:
enable_toolset({ name: "runtime" }). list_toolsets shows every set, what it's
for, and the names of the tools inside it — so the AI can find what it needs
without loading the whole catalog first. Nothing is ever unreachable.
For a goal-to-tool index and per-topic usage guides (scene editing patterns,
the runtime testing loop, asset generation, troubleshooting), see
docs/TOOLS.md — the same content the server exposes live
via the get_guide tool, in browsable form.
Toolset | Tools | What it's for |
core (always on) | 38 | Look around ( |
runtime | 29 | Drive the running game: input (keyboard/mouse/gamepad/touch), |
debug | 11 | Step-debugger over Godot's own Debug Adapter: breakpoints, step over/in/out, call stack, scope variables, expression evaluation in the paused frame |
code_intel | 8 | Godot's language server: scope-aware |
scene_editing | 14 | Deeper scene work: collision shapes, sprites/meshes/materials, groups, anchors, spatial queries |
project_config | 13 | Project settings, input map, autoloads, resources, |
animation | 14 | AnimationPlayer tracks/keyframes, AnimationTree state machines |
editor | 14 | The editor itself: |
physics | 7 | Collision shapes, raycasts, layers by name, collision presets |
tilemap | 8 | TileMapLayer cell painting, terrain + deterministic bitwise autotiling |
analysis | 9 |
|
scaffolding | 12 |
|
testing | 6 | GUT test runner (sync/async), scene/mesh integrity validation, assertions |
ui | 6 | Theme resources, colors, stylebox overrides |
3d | 9 | Mesh instances, lighting presets, materials, environment, cameras, gridmaps |
shaders | 6 | Create/read/edit GDShader, assign materials, set params |
navigation | 5 | NavigationRegion setup, mesh baking, agents, layers |
vfx | 5 | GPUParticles2D/3D, gradients, presets |
refactor | 5 | Project-wide symbol rename, bulk property edits, file moves |
export | 4 | Export presets and async export jobs |
audio | 3 | AudioStreamPlayer variants, buses |
utility | 2 | 2D asset generation, project/scene visualizer |
Interactive Visualizer
Run map_project and get a browser-based explorer at localhost:6510:
Force-directed graph of all scripts and their relationships
Click any script to see variables, functions, signals, and connections
Edit code directly in the visualizer — changes sync to Godot in real time
Scene view with node property editing
Find usages before refactoring

🏗️ Architecture
┌─────────────┐ MCP (stdio) ┌──────────────┐ WebSocket ┌──────────────┐
│ AI Client │◄────────────────►│ MCP Server │◄─────────────►│ Godot Editor │
│ (Claude, │ │ (Node.js) │ port 6505 │ (Plugin) │
│ Cursor) │ │ │ │ │
└─────────────┘ │ Visualizer │ │ 228 tool │
│ HTTP :6510 │ │ handlers │
└──────┬───────┘ └──────────────┘
│
┌──────▼───────┐
│ Browser │
│ Visualizer │
└──────────────┘⚠️ Limitations
Written to be the section you read before hitting these, not after.
Requires a running editor. This drives a live Godot instance over a WebSocket; it is not a headless CLI. No editor open, no tools. Godot 4.5 or newer — 4.3 and 4.4 were measured against the live suite and the editor-mode scene path does not work there.
Local only, one editor at a time. Port 6505 on localhost, first come first served.
Two projects open at once means the second one loses; set GODOT_MCP_PORT on both the
server and the addon, or GODOT_MCP_PROJECT so the bridge refuses the wrong project
instead of silently driving it.
A closed scene is edited on disk, with no undo entry. When the scene is open
everything goes through Godot's undo history and Ctrl+Z works, including over a whole
batch_scene_edit. When it is closed there is no history to write to — use version
control. Many destructive tools take dry_run: true to preview first.
Enabling a toolset mid-session may not reach your client. Only core (38 tools) is
on by default. enable_toolset flips it server-side and the server does send
notifications/tools/list_changed, but several clients cache the tool list for the
whole session and never re-fetch — and then the newly enabled tools stay invisible until
you restart the client. If you know you want them, set
GODOT_MCP_TOOLSETS=runtime,debug (or all) so they are in the first list.
game_eval runs your snippet inside the running game. Code that does not compile is
now caught in the editor before the game ever sees it, but a snippet that fails at
runtime — dereferencing a freed node, dividing by zero — halts the game under the
attached debugger, and the tool call times out instead of returning an error. Keep eval
snippets defensive, or use query_runtime_node / serialize_runtime_tree, which cannot
do this.
C# is scaffolding only. create_csharp_script writes a correctly-shaped file and
csharp_status tells you honestly whether this editor can run C# at all (a standard,
non-Mono build cannot). The language-server and debugger tools cover GDScript, not C#.
The blocker is upstream: Godot has no non-interactive way to generate the .csproj,
verified across four CI runs.
The AI still does not know Godot as well as you do. It struggles with complex UI layouts, compositing scenes, and some property manipulation. It cannot build a game on its own — it debugs, writes scripts, runs and inspects the thing, and keeps you company while you do. Feedback welcome.
🔧 Development
To build from source instead of using npm:
cd mcp-server
npm install
npm run buildThen point your AI client at mcp-server/dist/index.js instead of using npx.
📖 Release notes
Narrative write-ups of each release live in release-notes/ — latest is v1.1.0. For the full change history, see CHANGELOG.md.
🤝 Contributing
See CONTRIBUTING.md. Security issues: see SECURITY.md instead of opening a public issue.
📄 License
MIT
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