Godot AI
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 AICreate a Camera3D named MainCamera under /Main."
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 AI
Connect MCP clients directly to a live Godot editor via the Model Context Protocol. Over 120 ops across ~39 MCP tools (full list) let AI assistants (Claude Code, Codex, Antigravity, etc.) build scenes, edit nodes and scripts, wire signals, and configure UI, materials, animations, particles, cameras, and environments.
🎉 Now on the Godot Asset Library and the new Godot Asset Store — one-click install from Godot's AssetLib tab. You'll still need uv for the Python server (see Quick Start).
💬 Join the Discord — questions, showcases, and contributor chat.
Quick Start
Prerequisites
Godot
4.3+(4.4+recommended)uv (for the Python server):
macOS / Linux:
curl -LsSf https://astral.sh/uv/install.sh | shWindows (PowerShell):
powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"Other options: uv install docs
An MCP client (Claude Code | Codex | Antigravity)
1. Install the plugin
Recommended — install from source (always the latest):
git clone https://github.com/hi-godot/godot-ai.git
cp -r godot-ai/plugin/addons/godot_ai your-project/addons/Or download the latest release ZIP and extract addons/godot_ai into your project's addons/ folder.
In Godot, open the AssetLib tab, search for Godot AI, click Download, then Install. Note: Asset Library updates lag behind GitHub, so this version may not be the most recent.
🚨 If installing from the Asset Library, most issues can be resolved by disabling and re-enabling the plugin in Project > Project Settings > Plugins.
2. Enable the plugin
In Godot: Project > Project Settings > Plugins — enable Godot AI.
The plugin will automatically start the MCP server, connect over WebSocket, and show status in the Godot AI dock.
3. Connect your MCP client
The dock lists every supported client with a status dot and per-row Configure / Remove buttons, or press Configure all. Auto-configure covers:
Claude Code, Claude Desktop, Antigravity
Codex, Cursor, Windsurf, VS Code, VS Code Insiders, Zed, Gemini CLI, Cline, Kilo Code, Roo Code, Kiro, Trae, Cherry Studio, OpenCode, Qwen Code, Kimi Code.
Server URL is always http://127.0.0.1:8000/mcp. If auto-configure can't find
a CLI, each dock row exposes a Run this manually panel with a copyable
snippet.
4. Try it
"Show me the current scene hierarchy."
"Create a Camera3D named MainCamera under /Main."
"Search the project for PackedScene files in ui/."
"Run the scene test suite."
"Build a voxel block-world game with a player, blocks to place and destroy, and save slots."
Tools and resources: see docs/TOOLS.md for the full list of 120+ MCP tools and resources, grouped by domain.
Claude Code
claude mcp add --scope user --transport http godot-ai http://127.0.0.1:8000/mcpCodex (~/.codex/config.toml)
[mcp_servers."godot-ai"]
url = "http://127.0.0.1:8000/mcp"
enabled = trueAntigravity (~/.gemini/antigravity/mcp_config.json)
{
"mcpServers": {
"godot-ai": {
"serverUrl": "http://127.0.0.1:8000/mcp",
"disabled": false
}
}
}MCP Client
| HTTP (/mcp)
v
Python Server (FastMCP) port 8000
| WebSocket port 9500
v
Godot Editor Plugin
| EditorInterface + SceneTree APIs
v
Godot EditorThe plugin starts or reuses the Python server, connects over WebSocket, and exposes editor capabilities as MCP tools and resources over HTTP.
Symptom (in your MCP client's server log):
error: Failed to install: pywin32-311-cp313-cp313-win_amd64.whl (pywin32==311)
Caused by: failed to remove directory `C:\Users\<you>\AppData\Local\uv\cache\builds-v0\.tmpXXXXXX\Lib\site-packages\pywin32-311.data`: ... os error 32Cause: uv hard-links shared .pyd files (notably
pydantic_core/_pydantic_core.cp313-win_amd64.pyd) from archive-v0\ into
each new builds-v0\.tmpXXXXXX\ build venv. The running godot-ai Python
process has the same .pyd mapped via LoadLibrary — and because hard
links share the inode, Windows refuses to delete it under any path until
every process unmaps it. uv's post-install cleanup of the build venv then
dies on a stale lock; the misleading pywin32 mention is just the last
package in the resolution order, not the actual lock holder.
Mitigation in this plugin:
_stop_serverandforce_restart_serverboth callMcpUvCacheCleanup.purge_stale_builds()immediately after killing the server children, while the.pydis briefly unmapped. Seeplugin/addons/godot_ai/utils/uv_cache_cleanup.gd.Auto-configure now writes
UV_LINK_MODE=copyinto the bridged entry'senvblock for every uvx-bridge client (Claude Desktop, Zed), telling uv to copy shared C extensions instead of hard-linking them. That removes the reverse race where an MCP client spawnsuvx mcp-proxywhile a server child still holds the.pyd. Existing entries written by older plugin versions surface in the dock as drift (amber banner) so a single Configure click rewrites them with the env pin.
The shape client_configure writes for Claude Desktop is now:
{
"mcpServers": {
"godot-ai": {
"command": "uvx",
"args": ["mcp-proxy==0.11.0", "--transport", "streamablehttp", "http://127.0.0.1:8000/mcp"],
"env": { "UV_LINK_MODE": "copy" }
}
}
}If you've already hit the lock on an older config, click Configure
on the affected uvx-bridge client (Claude Desktop or Zed) in the
godot-ai dock to rewrite the entry with the env pin, then quit and
reopen that client. If the lock persists (rare — pre-existing orphans
the cache sweeper couldn't reach), kill stray python.exe children
whose command line contains spawn_main(parent_pid=...) and delete
%LOCALAPPDATA%\uv\cache\builds-v0\.tmp* manually before retrying.
See CONTRIBUTING.md for development setup, testing, and PR guidelines.
Windows contributors: run .\script\setup-dev.ps1 in PowerShell. It builds test_project\addons\godot_ai as a directory junction — no admin rights and no Windows Developer Mode required.
Godot AI ships anonymous, privacy-focused telemetry (no code, no scene contents, no project or file names, no personal data). Project-directory slugs are sha256-hashed before any event leaves your machine; only an anonymous installation UUID, the tool/event name, success/duration, and platform/version fields are sent.
Opt out by setting either environment variable to true:
export GODOT_AI_DISABLE_TELEMETRY=true
# or the cross-tool convention
export DISABLE_TELEMETRY=trueOpt-out is fully side-effect-free — no UUID generated, no worker thread, no files written.
Full details (what's collected, where data lives, how to self-host the endpoint): docs/TELEMETRY.md.
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