Skip to main content
Glama

Godot MCP Runtime

npm version npm downloads License: MIT Node.js

An MCP server that gives AI assistants direct access to a running Godot 4.x game. Not just file editing, not just scene manipulation. Actual runtime control: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.

When you run a project through this server, it injects a lightweight UDP bridge as an autoload, and suddenly the AI can interact with your game the same way a player would: press keys, click buttons, read what's on screen, and run arbitrary code against the live scene tree.

The distinction matters: the AI doesn't just write your game, it can check its work.

No addon required. Most Godot MCP servers that offer runtime support ship as a Godot addon — something you install into your project, commit to version control, and manage as a dependency. This server does none of that. The bridge script is injected on run_project and removed on stop_project. Your project files are left exactly as they were. All you need is Node.js and a Godot executable — no addon installation, no project modifications, no cleanup.

Think of it as Playwright MCP, but for Godot. Playwright lets agents verify that a web app actually works by driving a real browser. This does the same thing for games: run the project, take a screenshot, simulate input, read what's on screen, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.

This is not a playtesting replacement. It doesn't catch the subtle feel issues that only a human notices, and it won't tell you if your game is fun. What it does is let an agent confirm that a scene loads, a button responds, a value updated, a script ran without errors. That's a fundamentally different development workflow, and it's what this server is built for.

Every operation is its own tool with only its relevant parameters — no operation discriminators, no conditional schemas. Each tool teaches agents how to use it through its description and response messages: what to call next, when to wait, and how to recover from errors.

What It Does

Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, manage UIDs, validate GDScript. All the standard operations, no editor window required.

Runtime bridge. When run_project is called, the server injects McpBridge as an autoload. This opens a UDP channel on port 9900 (localhost only) and enables:

  • Screenshots: Capture the viewport at any point during gameplay

  • Input simulation: Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, and timed waits

  • UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state

  • Live script execution: Compile and run arbitrary GDScript with full SceneTree access while the game is running

The bridge cleans itself up automatically when stop_project is called. No leftover autoloads, no modified project files.

Related MCP server: Godot MCP

Quick Start

Prerequisites

That's it. No Godot addon, no project modifications.

Configure Your MCP Client

Add the following to your MCP client config. Works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.

Zero-install via npx (recommended):

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["-y", "godot-mcp-runtime"],
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

Or install globally:

npm install -g godot-mcp-runtime
{
  "mcpServers": {
    "godot": {
      "command": "godot-mcp-runtime",
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

Or clone from source:

git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build
{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to>/godot-mcp-runtime/dist/index.js"],
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it. Set "DEBUG": "true" in env for verbose logging.

Verify

Ask your AI assistant to call get_project_info. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working.

Tools

Project Management

Tool

Description

launch_editor

Open the Godot editor GUI for a project

run_project

Run a project in debug mode and inject the MCP bridge

stop_project

Stop the running project and remove the bridge

get_debug_output

Read stdout/stderr from the running project

list_projects

Find Godot projects in a directory

get_project_info

Get project metadata and Godot version

Runtime (requires run_project first)

After calling run_project, wait 2-3 seconds for the bridge to initialize before using these tools.

Tool

Description

take_screenshot

Capture a PNG of the running viewport

simulate_input

Send batched input: key, mouse, click_element, action, wait

get_ui_elements

Get all visible Control nodes with positions, types, and text

run_script

Execute arbitrary GDScript at runtime with full SceneTree access

Scene Editing (headless)

All mutation operations save automatically. Use save_scene only for save-as (newPath) or to re-canonicalize a .tscn file.

Tool

Description

create_scene

Create a new scene file

add_node

Add a node to an existing scene (supports promoted spatial params)

load_sprite

Set a texture on a Sprite2D, Sprite3D, or TextureRect

save_scene

Re-pack and save the scene, or save-as with newPath

export_mesh_library

Export scenes as a MeshLibrary for GridMap

batch_scene_operations

Run multiple add_node/load_sprite/save ops in a single Godot process

Node Editing (headless)

All mutation operations save automatically.

Tool

Description

get_scene_tree

Get the full scene tree hierarchy (use maxDepth: 1 for shallow listing)

get_node_properties

Read properties from a node

batch_get_node_properties

Read properties from multiple nodes in one process

set_node_property

Set a property on a node

batch_set_node_properties

Set multiple properties in one process

attach_script

Attach a GDScript to a node

duplicate_node

Duplicate a node within the scene

delete_node

Remove a node from the scene

get_node_signals

List all signals on a node with their connections

connect_signal

Connect a signal to a method on another node

disconnect_signal

Disconnect a signal connection

Project Config (no Godot process required)

These tools edit project.godot directly or read the filesystem. Safe to use even when autoloads are broken.

Tool

Description

list_autoloads

List all registered autoloads with paths and singleton status

add_autoload

Register a new autoload

remove_autoload

Unregister an autoload by name

update_autoload

Modify an existing autoload's path or singleton flag

get_project_settings

Read settings from project.godot by section and key

get_project_files

Get the project file tree with types and extensions

search_project

Search for a string across project source files

get_scene_dependencies

List all resources a scene depends on

Validation: validate

Validate before attaching or running. Catches syntax errors and missing resource references before they cause headless crashes or runtime failures. Supports scriptPath, source (inline GDScript), scenePath, or a targets array for batch validation.

UIDs: manage_uids (Godot 4.4+)

Operation

Description

get

Get a resource's UID

update

Resave all resources to update UID references

Architecture

src/
├── index.ts                # MCP server entry point, routes tool calls
├── tools/
│   ├── project-tools.ts    # Project, runtime, autoload, filesystem, search, settings
│   ├── scene-tools.ts      # Scene creation, node addition, sprite loading, batch ops, UIDs
│   ├── node-tools.ts       # Node properties, scripts, tree, duplication, signals
│   └── validate-tools.ts   # GDScript and scene validation
├── scripts/
│   ├── godot_operations.gd # Headless GDScript operations
│   └── mcp_bridge.gd       # UDP autoload for runtime communication
└── utils/
    └── godot-runner.ts     # Process spawning, output parsing, shared validation helpers

Headless operations spawn Godot with --headless --script godot_operations.gd, perform the operation, and return JSON. Runtime operations communicate over UDP with the injected McpBridge autoload.

How the Bridge Works

When run_project is called:

  1. mcp_bridge.gd is copied into the project directory

  2. It's registered as an autoload in project.godot

  3. The project launches with the bridge listening on 127.0.0.1:9900

  4. Runtime tools send JSON commands to the bridge and await responses

  5. When stop_project is called, the autoload entry and bridge script are removed

Files generated during runtime (screenshots, executed scripts) are stored in .mcp/ inside the project directory. This directory is automatically added to .gitignore and has a .gdignore so Godot won't import it.

Broken Autoloads

If any registered autoload fails to initialize (syntax error, missing resource, display dependency), Godot's headless process will crash before any operation runs. Use list_autoloads and remove_autoload to inspect and remove the failing autoload. These tools edit project.godot directly, with no Godot process involved.

Acknowledgments

Built on the foundation laid by Coding-Solo/godot-mcp for headless Godot operations.

Developed with Claude Code.

License

MIT

Install Server
A
security – no known vulnerabilities
A
license - permissive license
A
quality - confirmed to work

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/Erodenn/godot-runtime-mcp'

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