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godot-mcp-bridge

An AI that works with you in the Godot editor — not instead of you.

License: MIT Godot 4.3+ 209 tools Last commit Stars

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 209 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_process and tell me what velocity is when it happens."

"Build me an enemy: CharacterBody2D, circle collider, sprite, patrol script, and put it in the enemies group."

"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: Gear

✨ 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 structural changes go through Godot's undo system (Ctrl+Z works). Closed scenes still edit on disk as usual.

The claims are tested, not asserted. Every tool has been run against a real Godot 4.7 — 204 driven by hand through the editor (a full 185-tool pass in July 2026, plus the debugger and language-server tools end-to-end as they were added), and the multiplayer scaffolding covered by 15 assertions in the headless GDScript suite. That work found and fixed four real bugs: collision presets silently saving an empty bitmask, a live-scene write leaving partial state after reporting failure, a 2D navmesh bake that always came back empty, and an export poll that hung until timeout. 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_projectget_export_status).

  • Runs your real testsrun_gut_tests executes 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, await signals, game_eval a 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 youwire_signal connects a signal and generates the correctly-typed handler; generate_onready_refs emits typed @onready vars for a subtree; scaffold_entity builds a character (body + collision shape resource + sprite

    • movement script) in one call; scaffold_state_machine lays out a working FSM. Physics layers can be set by name instead of bit indices.

  • Tells you what's rottingfind_unused_resources, detect_circular_dependencies, analyze_scene_complexity, and analyze_signal_flow (which catches connections whose handler doesn't exist — a bug that otherwise only shows up at runtime).

  • Visual regressioncompare_screenshots diffs 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 with assert_screen_text — reading the live Control tree, so it works headless with no OCR.

  • Localization that doesn't half-worksync_localization registers the .translation files 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 itselfnpx godot-mcp-bridge install installs and enables the addon in one command; doctor diagnoses a broken setup; diagnose_connection tells the AI exactly why the editor isn't connecting.

  • Fast + robustbatch_execute / batch_scene_edit cut N calls to one; heavy reads (read_scene, scene_tree_dump, classdb_query) take max_depth/filter to stay token-cheap; only 35 tools load by default so the agent stays focused.

  • Symbol-accurate refactoringgd_rename and gd_references go through Godot's language server, so they understand scope: renaming a local speed won't touch an unrelated class's speed the way a text search would. gd_diagnostics surfaces type errors without running the game.

  • Multiplayer scaffoldingmp_add_spawner / mp_add_synchronizer build Godot 4's replication nodes (including the SceneReplicationConfig sub-resource that makes them tedious by hand), mp_wire_rpc writes correctly-annotated @rpc methods, and mp_scaffold_lobby generates the host/join plumbing.

  • C#, honestlycreate_csharp_script scaffolds the boilerplate, and csharp_status tells you up front whether C# can work here at all. The standard Godot build has no C# support: a .cs file saves fine, attaches to nothing, and fails silently. Better to find that out before writing any.

  • Opt-in confirmation gate — set GODOT_MCP_REQUIRE_CONFIRM=true and operations with no undo path (file deletes/renames, script rewrites, mass renames, project settings) require an explicit confirm: true. Scene edits are exempt: they already go through Godot's undo history.

  • Pre-flight validationvalidate_scripts sweeps every .gd; validate_scene_integrity flags nodes left with an empty required resource; validate_meshes catches empty geometry.


📊 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

209 (35 loaded by default)

155

42

~14

Live-tree editing + undo

❌ (overwrites open scenes on disk)

Step-debugger

Drives the running game (input, game_eval)

Sees what you just did (get_editor_activity)

Async headless export (doesn't block the editor)

CLI export

Runs your real test suite (GUT)

Last release

active

active

Apr 2026

Apr 2026

GitHub stars

464

397

4.9k

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 install

That 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 doctor

Copy 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-bridge

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?

209 Tools, 35 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 (35 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)

35

Look around (read_scene, scene_tree_dump, search_project, classdb_query), edit scenes/nodes (live-tree + undo, batch_scene_edit), scripts, run the game, read errors

runtime

25

Drive the running game: input (keyboard/mouse/gamepad/touch), game_eval, live node/property access, await_signal_runtime, UI-by-text clicking + assert_screen_text, input record/replay, multiplayer + spawn_headless_peers

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 gd_definition, gd_references and gd_rename (unlike text search), plus type diagnostics without running the game

scene_editing

14

Deeper scene work: collision shapes, sprites/meshes/materials, groups, anchors, spatial queries

project_config

13

Project settings, input map, autoloads, resources, sync_localization

animation

12

AnimationPlayer tracks/keyframes, AnimationTree state machines

editor

11

The editor itself: get_editor_activity (what you just did), selection, scene tabs, performance

physics

7

Collision shapes, raycasts, layers by name, collision presets

tilemap

8

TileMapLayer cell painting, terrain + deterministic bitwise autotiling

analysis

6

find_unused_resources, detect_circular_dependencies, analyze_scene_complexity, analyze_signal_flow, get_project_statistics, compare_screenshots

scaffolding

11

wire_signal, generate_onready_refs, scaffold_entity, scaffold_state_machine, create_csharp_script, plus multiplayer: mp_add_spawner, mp_add_synchronizer, mp_wire_rpc, mp_scaffold_lobby

testing

6

GUT test runner (sync/async), scene/mesh integrity validation, assertions

ui

6

Theme resources, colors, stylebox overrides

3d

6

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

Interactive project visualizer


🏗️ Architecture

┌─────────────┐    MCP (stdio)   ┌──────────────┐   WebSocket   ┌──────────────┐
│  AI Client  │◄────────────────►│  MCP Server  │◄─────────────►│ Godot Editor │
│  (Claude,   │                  │  (Node.js)   │   port 6505   │  (Plugin)    │
│   Cursor)   │                  │              │               │              │
└─────────────┘                  │  Visualizer  │               │  209 tool    │
                                 │  HTTP :6510  │               │  handlers    │
                                 └──────┬───────┘               └──────────────┘
                                        │
                                 ┌──────▼───────┐
                                 │   Browser    │
                                 │  Visualizer  │
                                 └──────────────┘

⚠️ Limitations

  • Local only — runs on localhost, no remote connections

  • Single connection — one Godot instance at a time

  • Undo covers structural scene edits — when a scene is open, add/remove/rename/move/duplicate go through Godot's undo history; other writes save directly (use version control), and some destructive tools support dry_run: true to preview first

  • AI is still limited in Godot knowledge — it struggles with complex UI layouts, compositing scenes, and some node property manipulation; it can't create 100% of a game alone, but it can help debug, write scripts, and tag along for the journey. Still in active development — feedback is welcome.


🔧 Development

To build from source instead of using npm:

cd mcp-server
npm install
npm run build

Then 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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