godot-mcp
Provides tools for interacting with the Godot Engine editor, enabling AI agents to inspect and modify scenes, nodes, and scripts, run the game, and retrieve diagnostics through real Godot editor APIs.
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-mcpAdd a Player scene with a sprite and a movement script."
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
A safe, standards-compliant Model Context Protocol server for the Godot Engine editor. It lets an AI client (Claude, etc.) read a Godot project, author scenes/nodes/scripts, run the game and read diagnostics — through a transactional, permission-controlled kernel that maps every operation onto real Godot editor APIs (EditorInterface, EditorFileSystem, EditorUndoRedoManager, ProjectSettings, ResourceLoader/Saver).
This project is a Godot reimplementation of the cocos-mcp design: the same layered architecture (contracts → core/execution kernel → adapter → editor), the same safety model (typed I/O schemas, dry-run, optimistic revision, permission tiers, audit), adapted to Godot's object model.
MCP client (Claude …)
│ stdio (JSON-RPC)
@godot-mcp/mcp-server ── ExecutionKernel ── ToolRegistry ── Policy
│ newline-delimited JSON-RPC over TCP (127.0.0.1:6040)
addons/godot_mcp (GDScript EditorPlugin)
└─ EditorInterface / EditorFileSystem / EditorUndoRedoManagerWhy this shape
Faithful to the editor. Every tool resolves to a real Godot API in the addon. No hand-editing of
.tscn/.import/.godotinternals.Godot's addressing, not Cocos's. Nodes are addressed by NodePath (scene-relative, e.g.
/Player/Sprite); resources/scripts/scenes by res:// paths. There are no UUIDs to keep in sync.Safe by default.
read/writeon,destructive/buildoff. Writes are serial, undoable, dry-run-able, revision-checked and audited.Stable, machine-readable results. Tools never return ad-hoc
{ success: false }; failures carry a stableerror.code.
Related MCP server: godot-devtool
Repository layout
packages/
contracts/ Zod schemas, domain types, the GodotAdapter contract
core/ ToolRegistry, ExecutionKernel, PolicyEngine, operations, audit, tools
godot-adapter/ TCP JSON-RPC bridge + GodotAdapter implementation
testkit/ In-memory Godot adapter for tests
apps/
mcp-server/ Standalone stdio MCP server CLI
godot-editor-addon/ GDScript EditorPlugin (addons/godot_mcp)
docs/ ARCHITECTURE, GODOT_INTEGRATION, TOOL_SPECIFICATIONQuickstart
1. Build the server
pnpm install
pnpm build # -> dist/mcp-server/index.js
pnpm test # unit/integration testsRequires Node.js ≥ 20.19.
2. Install the editor addon
Copy apps/godot-editor-addon/addons/godot_mcp into your Godot 4 project:
<your-project>/addons/godot_mcp/ (plugin.cfg, plugin.gd, bridge.gd, rpc_handler.gd)In Godot: Project → Project Settings → Plugins → enable "Godot MCP". On enable the plugin starts a TCP bridge on 127.0.0.1:6040 (printed to the editor output). Restart it any time via Godot MCP: Restart server in the tool menu.
Targets Godot 4.2+ (tested profile: 4.3). The addon only uses public, stable editor APIs.
3. Connect your AI client
Add the server to your MCP client config. For Claude Code / Claude Desktop:
{
"mcpServers": {
"godot-mcp": {
"command": "node",
"args": ["<repo>/dist/mcp-server/index.js"],
// optional:
// "env": { "GODOT_MCP_ADDON_URL": "tcp://127.0.0.1:6040" } // default
},
},
}CLI flags: --addon-url tcp://host:port, --profile readonly|standard|trusted.
4. Use it
Ask the model: "What's in the current scene?" → it calls system_status, then node_query/node_get. "Add a Player node with a Sprite2D child and a script" → it dry-runs scene_build, then applies it. "Run the game and tell me if there are errors" → run_start (needs the trusted profile), then logs_query.
Tools (25)
Domain | Tools |
System / project |
|
Scene |
|
Node / property |
|
Script |
|
Asset |
|
Selection |
|
Run |
|
Logs |
|
Read tools are read tier. Writes are write tier and support dryRun, expectedRevision and idempotencyKey. node_delete is destructive; run_start/run_stop are build (both off by default).
Full per-tool schemas and semantics: docs/TOOL_SPECIFICATION.md.
Permission profiles
Profile | Grants | Notes |
| read only | Safe to share |
| read + write | Author scenes/scripts |
| read + write + destructive + build | Run game, delete nodes |
deny always wins; confirm returns CONFIRMATION_REQUIRED. Permissions are server-enforced on every call, independent of what the client advertised.
Development
pnpm typecheck # tsc --noEmit across the workspace
pnpm test # vitest
pnpm lint # eslint
pnpm format # prettier
pnpm verify # format:check + lint + typecheck + test + buildStatus & limitations (v1)
Godot 4.2+ only. Godot 3 is not supported.
Loopback only. The bridge binds
127.0.0.1; do not expose it.Logs are the editor-side buffer. v1 does not capture the running game's stdout;
logs_queryreturns the addon's own ring buffer. Use the editor Output panel for full runtime logs.Cross-call undo. Each write RPC records its own
EditorUndoRedoManageraction, so Ctrl+Z works in the editor. A write that fails mid-flight is reportedfailed_dirty— undo it manually rather than retried blindly.No arbitrary code execution. There is no
eval/execute-scripttool.script_writewrites.gdfiles underres://only.
License
MIT.
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