Skip to main content
Glama

Godot MCP Toolkit

Give an MCP client a structured, Godot-aware way to inspect, author, run, test, and debug Godot 4 projects.

Godot 4 Node.js 18+ MCP License 中文文档

简体中文 · Detailed tutorial (中文) · Capabilities · Editor Bridge · Compatibility · Roadmap

Godot MCP Toolkit connects an MCP client to Godot through deterministic headless operations, an optional live Editor Bridge, and a Runtime Agent. The result is a workflow that starts with project understanding and ends with verified scene changes or runtime evidence—without relying on fragile screen-coordinate automation.

TIP

Ask for outcomes instead of clicks: “Create a responsive pause menu”, “add a camera and key light to the arena”, or “run the scene and report health changes plus frame time.”

Choose Your Path

You want to…

Start with…

Plugin required?

Inspect or modify project files, scenes, scripts, and resources

Headless workflow

No

Edit an open scene with Godot context, selection, and Undo/Redo

Editor Bridge

Yes

Inspect and control a running game

Runtime workflow

Yes

Keep the MCP tool list small

Tool groups

No

Related MCP server: Godot MCP

At a Glance

flowchart LR
    Client["MCP client / AI assistant"] --> Server["Godot MCP Toolkit\nNode.js MCP server"]
    Server --> Headless["Headless Godot\nfiles · scenes · checks · tests"]
    Server --> Bridge["Editor Bridge\nopen Godot Editor"]
    Server --> Agent["Runtime Agent\nrunning game"]
    Bridge --> Editor["scene tree · Inspector · 2D · 3D · UI"]
    Agent --> Game["input · properties · logs · metrics"]

Three connected modes

  • Headless automation — discover projects, create scenes, edit nodes and resources, generate or validate GDScript, capture screenshots, run tests, inspect TileMaps, and profile scenes.

  • Live Editor Bridge — work with the currently open Godot Editor: scene tree, Inspector properties, selections, 2D/3D content, UI, effects, animation, navigation, physics, audio, themes, plugins, and workspace state.

  • Runtime Agent — inspect remote nodes and properties, call methods, pause/resume/step, inject keyboard or pointer input, capture screenshots, query ray, point, and primitive-shape physics overlaps, query navigation paths, control audio, watch values, and collect logs or frame metrics.

What It Covers

Area

Examples

Typical result

Project intelligence

get_project_info, file search, resources, UIDs, project context

Understand an unfamiliar project before editing it

Scene authoring

Create, inspect, duplicate, save, add, move, rename, remove, and configure nodes

Make reproducible scene changes from structured requests

2D and UI

Sprites, Control nodes, cameras, lights, UI screens, layout, Theme overrides

Build menus, HUDs, dialogs, and 2D prototypes

3D authoring

Primitive and editable ArrayMesh surfaces, cameras, lights, transforms, StandardMaterial, stylized rendering

Block out, inspect, and revise a playable 3D scene

Gameplay systems

Animation tracks, Bezier curves, timeline settings, AnimationTree state machines, navigation nodes, agents, collision shapes, audio

Set up common systems without hiding changes in generated files

Runtime verification

Remote tree/properties, input injection, screenshots, ray/point/shape overlap queries, navigation paths, watches, logs, metrics

Reproduce issues and verify behavior with evidence

See the complete operation inventory in docs/capabilities.md.

Tool inventory: 45 headless tools by default, or 164 unique built-in tools when the Editor Bridge is enabled with GODOT_MCP_TOOL_GROUPS=all. The detailed inventory is organized into 23 reader-friendly categories in docs/capabilities.md.

Quick Start

1. Check prerequisites

  • Node.js 18 or newer.

  • Godot 4.x available through GODOT_BIN, GODOT_PATH, or the godot / godot4 command on PATH.

  • An MCP client that can launch a local stdio server.

2. Install and build

git clone https://github.com/woyucbugongdaitian/godot-mcp-toolkit.git
Set-Location godot-mcp-toolkit
npm.cmd install
npm.cmd run build

The generated entry point is build/index.mjs. Build from the repository root so the server can resolve its bundled Godot operation script.

3. Update an existing installation

If you originally installed by cloning the repository, update it from the Toolkit directory:

git pull
npm.cmd install
npm.cmd run build

Restart the MCP client after the update. If the release includes Godot plugin changes, synchronize the copied plugin into the target project again:

.\portable\install.ps1 `
  -ProjectPath "E:\Games\MyGodotProject" `
  -GodotPath "E:\Tools\Godot\Godot.exe"

The plugin is copied into the target project's addons/godot_mcp_pro; git pull does not update that project copy automatically. The installer creates a timestamped backup before replacing an existing plugin. For a global installation, run portable/install-global.ps1 again after updating the repository. When projects are launched through Open with Godot MCP, the launcher synchronizes the plugin during startup.

4. Add the MCP server

Copy this entry into your MCP client configuration and replace the two paths:

{
  "mcpServers": {
    "godot-mcp-toolkit": {
      "command": "node",
      "args": ["E:/Tools/godot-mcp-toolkit/build/index.mjs"],
      "env": {
        "GODOT_PATH": "E:/Tools/Godot/Godot_v4.x-stable_win64.exe",
        "GODOT_MCP_PROJECT": "E:/Games/MyGodotProject"
      }
    }
  }
}

GODOT_MCP_PROJECT is optional. If it is omitted, pass an absolute projectPath to each project-facing tool. A ready-to-copy template is available at examples/mcp-config.json.

5. Verify the connection

Ask the MCP client to call these tools in order:

  1. get_server_info — confirms the server is reachable and reports capabilities.

  2. get_godot_version — confirms the Godot executable can be launched.

  3. get_project_info — reads project metadata and selected settings.

  4. get_game_context — builds a compact project graph for the assistant.

If all four calls succeed, the headless workflow is ready. Continue with the detailed tutorial for a full inspect → edit → verify loop.

Enable Live Editor and Runtime Control

Live features are opt-in. They require the plugin and remain out of the default workflow when you only need headless automation.

  1. Copy godot/addons/godot_mcp_pro into the target project as addons/godot_mcp_pro.

  2. In Godot, open Project Settings → Plugins and enable Godot MCP Toolkit.

  3. Add the following variables to the MCP server entry:

{
  "GODOT_MCP_ENABLE_EDITOR_BRIDGE": "1",
  "GODOT_MCP_TOOL_GROUPS": "all"
}
  1. Reload the Godot project and reconnect the MCP client.

  2. Call bind_editor before editing the open Editor.

  3. For runtime control, call run_project, then get_runtime_info.

On Windows, the installer can copy the plugin and generate a starter configuration:

.\portable\install.ps1 -ProjectPath "E:\Games\MyGodotProject" -GodotPath "E:\Tools\Godot\Godot_v4.x-stable_win64.exe"

The installer does not enable the plugin inside Godot automatically. See docs/editor-bridge.md for binding rules and docs/tutorial.zh-CN.md for a complete walkthrough.

Expose Only the Tools You Need

Set GODOT_MCP_TOOL_GROUPS to a comma-separated list so the MCP client sees only the capabilities relevant to the current task:

Focus

Suggested groups

Project repair or code generation

project,scenes,nodes,scripts,resources,performance,ai,diagnostics

2D level and UI work

editor,ui,effects,project,scenes,nodes,scripts,visuals,tilemap

3D blockout and deep authoring

editor,advanced_editor,deep_authoring,professional_workflows,effects,project,scenes,nodes,animation,resources

Runtime test and debugging

runtime,runtime_diagnostics,performance,diagnostics

Full workstation setup

all

The editor, ui, effects, advanced_editor, deep_authoring, and professional_workflows groups require the live Editor Bridge. The runtime_diagnostics group requires the Runtime Agent. Remote runtime tools also require the plugin; run_project, output capture, headless input simulation, and automation tests remain available without it.

Workflow Recipes

Understand and improve an existing project

  1. Call get_project_info, list_scenes, and get_game_context.

  2. Ask the assistant to identify the relevant scene, scripts, and resources.

  3. Make focused changes with project, scene, script, or live Editor tools.

  4. Run check_project, analyze_script, and run_automation_test before moving on.

Example request: “Inspect this project, find the title scene, add a start button that loads the main scene, and run parser checks.”

Build a polished 2D screen

  1. Enable the Editor Bridge and call bind_editor.

  2. Create a hierarchy with create_ui_screen and create_ui_component.

  3. Refine layout with configure_control_layout, theme with set_theme_override, and structure with inspect_ui_layout.

  4. Add a transition or visual pass, then capture an Editor screenshot for review.

Example request: “Create a responsive pause menu with Resume, Settings, and Quit actions. Center it, use a dark translucent panel, and add a quick fade-in.”

Debug a running game with live signals

  1. Run the project and call get_runtime_info to establish the runtime binding.

  2. Inspect the remote tree and configure watches for health, velocity, or state.

  3. Poll poll_runtime_observability while reproducing the issue.

  4. Inject keyboard, mouse, touch, wheel, or drag input and capture evidence.

  5. Finish with release_runtime_binding and stop_project.

Example request: “Launch the current scene, watch the player’s health and movement state, simulate an inventory drag, and report new warnings plus average frame time.”

Configuration Reference

Variable

Required

Purpose

GODOT_BIN

No

Preferred Godot executable path for local launches and portable helpers.

GODOT_PATH

No

Alternate Godot executable path used by the MCP server configuration.

GODOT_MCP_PROJECT

No

Default absolute project path for project-facing operations.

GODOT_MCP_ENABLE_EDITOR_BRIDGE

No

Set to 1 to enable live Editor Bridge forwarding.

GODOT_MCP_TOOL_GROUPS

No

Comma-separated tool groups, or all.

GODOT_MCP_RUNTIME_PORT

No

Override the runtime port used for a launched project.

GODOT_MCP_EXTENSIONS_DIR

No

Directory containing optional .mjs tool extensions.

Session Safety

  • Project-facing operations use an explicit absolute projectPath unless GODOT_MCP_PROJECT is configured.

  • One MCP conversation binds to one live Editor or Runtime project at a time. Bindings expire after 90 seconds of inactivity.

  • Editor and Runtime bindings are independent. Call release_editor_binding or release_runtime_binding before switching projects.

  • Live Editor mutations are designed to participate in Godot’s Undo/Redo flow where the Godot API supports it.

  • The bridge uses local loopback WebSockets; no cloud relay or external game service is required.

  • Unsupported Godot 4.x APIs return structured errors instead of terminating the MCP process.

Documentation Map

Guide

Use it when you need to…

中文详细教程

follow a complete install, configuration, editing, runtime, and troubleshooting walkthrough

Capabilities

scan supported operation families

Editor Bridge and Runtime Agent

enable the plugin, understand ports, or release a binding

Multi-project usage

work safely across projects or Godot versions

Compatibility

check MCP protocol and Godot support expectations

Roadmap

see active and planned deep-editor areas

Contributing

propose changes or run local quality checks

Current Boundaries

Godot MCP Toolkit focuses on stable semantic operations rather than pixel-level imitation of every Editor panel. ArrayMesh plus Skeleton/Skin editing, BlendSpace foundations, NavigationMesh baking, runtime contacts and structured logs, Audio Bus effect chains/spectrum peaks, Theme fonts/icons/type variations, TileSet terrain/proxy authoring, and safe preset exports are available. Imported-mesh vertex editing, full viewport Gizmo gestures, visual-shader graph tooling, code refactoring/full debugger stacks, importer-setting authoring, Project Manager/Export Dock UI automation, and every editor panel remain outside the semantic API boundary. See docs/roadmap.md for the current boundary.

Development

npm.cmd run check
npm.cmd test
npm.cmd run build

The test suite covers the MCP contract and one-to-one Editor/Runtime binding behavior.

License

Released under the MIT License. This is an independent community implementation; see NOTICE.md for attribution details.

Install Server
A
license - permissive license
B
quality
B
maintenance

Maintenance

Maintainers
Response time
Release cycle
Releases (12mo)
Commit activity

Resources

Unclaimed servers have limited discoverability.

Looking for Admin?

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

Related MCP Servers

  • A
    license
    -
    quality
    D
    maintenance
    Enables AI assistants to interact with Godot game projects through real-time error detection, automated testing, code analysis, and safe git-based patching. Provides comprehensive project context and development workflow automation for Godot developers.
    Last updated
    MIT
  • A
    license
    -
    quality
    C
    maintenance
    Provides a comprehensive integration between LLMs and the Godot Engine, enabling AI assistants to intelligently manipulate project files, scripts, and the live editor. It supports advanced workflows including version-aware documentation querying, automated E2E game testing, and real-time visual context capture.
    Last updated
    46
    26
    MIT
  • A
    license
    -
    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.
    Last updated
    128
    236
    MIT

View all related MCP servers

Related MCP Connectors

  • A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal E…

  • Live browser debugging for AI assistants — DOM, console, network via MCP.

  • Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.

View all MCP Connectors

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/woyucbugongdaitian/godot-mcp-toolkit'

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