godot-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-mcpcheck the connection status of the Godot editor"
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
Pont MCP entre un assistant IA et l'éditeur Godot.
Assistant IA <---stdio/MCP---> godot-mcp <---WebSocket:6505---> Plugin Godot6 outils MCP pour piloter l'éditeur : godot_call (175+ méthodes), godot_list_methods, godot_info, godot_screenshot, godot_execute, godot_status.
Installation
1. Plugin Godot
Copiez le dossier plugin/ dans addons/godot_mcp/ de votre projet Godot.
votre-projet/
└── addons/
└── godot_mcp/ ← copiez plugin/ iciActivez-le : Projet → Paramètres du projet → Plugins → godot-mcp → Activer
2. Serveur
npm install && npm run build && npm start3. Client MCP
Ajoutez à la config de votre client IA (.mcp.json, claude.json, opencode.json) :
{
"mcpServers": {
"godot-mcp": {
"command": "node",
"args": ["/chemin/vers/godot-mcp/dist/index.js"]
}
}
}Related MCP server: GoPeak
Outils
Outil | Description |
| Appelle n'importe quelle méthode (175+) |
| Liste les méthodes par catégorie |
| Infos projet |
| Capture éditeur en PNG |
| Exécute du GDScript |
| Vérifie la connexion |
Chemins de nodes : les paramètres
parent_pathetnode_pathdegodot_call(ex.add_node,update_property,delete_node) sont toujours relatifs à la racine de la scène actuellement éditée ("."= racine de la scène). Les chemins absolus Godot ("/root","../...") sont rejetés — ils cibleraient l'arbre interne de l'éditeur au lieu de la scène.
godot_screenshotnécessite un éditeur avec rendu actif : il ne fonctionne pas en mode--headless(erreur "Could not get image from viewport").
Arborescence
godot-mcp/
├── plugin/ ← Plugin Godot (à copier dans votre projet)
├── src/index.ts ← Serveur MCP (Node.js)
├── package.json
├── tsconfig.json
├── README.md
└── LICENSE ← MITLicence
MIT
Ce plugin Godot dérive de godot-mcp-pro (Youichi Uda, MIT).
godot-mcp
MCP bridge between an AI assistant and the Godot editor.
AI Assistant <---stdio/MCP---> godot-mcp <---WebSocket:6505---> Godot Plugin6 MCP tools to control the editor: godot_call (175+ methods), godot_list_methods, godot_info, godot_screenshot, godot_execute, godot_status.
Setup
1. Godot Plugin
Copy the plugin/ folder into your project's addons/godot_mcp/.
your-project/
└── addons/
└── godot_mcp/ ← copy plugin/ hereEnable it: Project → Project Settings → Plugins → godot-mcp → Enable
2. Server
npm install && npm run build && npm start3. MCP Client
Add to your AI client config (.mcp.json, claude.json, opencode.json):
{
"mcpServers": {
"godot-mcp": {
"command": "node",
"args": ["/path/to/godot-mcp/dist/index.js"]
}
}
}Tools
Tool | Description |
| Call any method (175+) |
| List methods by category |
| Project info |
| Editor screenshot in PNG |
| Run GDScript |
| Check connection |
Node paths:
parent_pathandnode_pathparameters ofgodot_call(e.g.add_node,update_property,delete_node) are always relative to the root of the currently edited scene ("."= scene root). Absolute Godot paths ("/root","../...") are rejected — they would target the editor's internal tree instead of the scene.
godot_screenshotrequires an editor with active rendering: it does not work in--headlessmode ("Could not get image from viewport" error).
Structure
godot-mcp/
├── plugin/ ← Godot plugin (copy to your project)
├── src/index.ts ← MCP server (Node.js)
├── package.json
├── tsconfig.json
├── README.md
└── LICENSE ← MITLicense
MIT
This Godot plugin is derived from godot-mcp-pro (Youichi Uda, MIT).
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