dcc-mcp-godot
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., "@dcc-mcp-godotset up a 2D roguelike skill"
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.
dcc-mcp-godot
Godot 4 editor adapter for the DCC Model Context Protocol ecosystem. It ships a GDScript
EditorPlugin, an EngineDebugger runtime peer, 163 on-demand tools, and a tested 2D
arena-roguelike skill.
Install
pip install dcc-mcp-godotInstall the packaged addon into a Godot project:
dcc-mcp-godot-install /path/to/projectEnable DCC-MCP Godot under Project Settings > Plugins, then run:
dcc-mcp-godotThe MCP endpoint defaults to http://127.0.0.1:8765/mcp. The plugin connects to the
loopback bridge at ws://127.0.0.1:3847; override the port with
DCC_MCP_GODOT_BRIDGE_PORT before starting both processes.
Related MCP server: AI-godot-mcp
Agent workflow
Search skills for the required domain, such as
Godot animation,Godot runtime, orGodot TileMap.Load only the returned domain skill. Tools remain deferred until their skill is loaded.
Inspect the project or scene before mutating it, then save and validate the result.
Load
godot-runtime,godot-input, orgodot-testing-qaafter starting the game when live inspection, input simulation, or QA assertions are required.
The original godot-project, godot-scene, and godot-roguelike skills remain available.
Capability skills
The adapter groups 163 fine-grained tools into 23 independently loadable domains:
Domains | Tools |
Project, scene management, node, script, editor | 47 |
Input and runtime | 26 |
Animation and AnimationTree | 14 |
3D scene, physics, particles, navigation, audio | 29 |
TileMap, Theme/UI, shader, resource | 24 |
Batch/refactor, analysis, testing/QA, profiling, export | 23 |
Runtime tools use the official EditorDebuggerPlugin and EngineDebugger channel, so input
events and game-node operations run in the game process rather than the editor process. Enabling
the plugin registers the bundled runtime peer as an autoload; disabling it removes the autoload.
Scene edits use Godot's undo manager and file operations are restricted to res:// with size and
extension checks. execute_editor_script only calls a method on an existing @tool project
script; execute_game_script only calls a public method on an existing runtime node. Neither tool
accepts raw source for immediate evaluation.
Real Godot CI
CI resolves the official godotengine/godot latest stable GitHub release and downloads the Linux
editor. It starts the packaged MCP server and EditorPlugin, sends real JSON-RPC load_skill,
paginated tools/list, tools/call, and jobs_get_status requests, creates and edits a scene,
starts the game, verifies the runtime scene tree, then runs the generated gameplay simulation and
requires ROGUELIKE_SMOKE_OK.
Run the same smoke locally:
python tools/download_latest_godot.py --output .godot-bin
python tests/live_godot_smoke.py --godot /path/to/GodotDevelopment
python -m pip install -e ".[dev]"
pytest
ruff check src tests tools
ruff format --check src tests tools
python tools/lint_skills.py
python -m build
python -m twine check dist/*This server cannot be installed
Maintenance
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