Godot AI
The Godot AI MCP server connects AI assistants (like Claude Code, Codex, etc.) directly to a live Godot editor via the Model Context Protocol, enabling programmatic control of nearly every aspect of Godot game development:
Session & Editor Control Manage connected editor sessions, get editor state (version, open scene, play state), capture viewport screenshots, reload the plugin, and quit the editor.
Scene & Node Authoring Open, create, save, and switch scenes. Create, delete, duplicate, rename, reorder, and reparent nodes. Get/set node properties, find nodes by name/type/group, and manage groups.
Scripting Create, read, and patch GDScript files (anchor-based string replacement). Attach/detach scripts from nodes and outline scripts for symbols (functions, signals, exports).
Project Management Run/stop the project (main, current, or custom scene). Read/write project settings, manage autoloads, and configure input map actions (keyboard, mouse, gamepad).
UI & Theming Set anchor presets and text on Controls, build entire UI subtrees declaratively, attach vector draw recipes (lines, rects, arcs, polygons). Create and apply Godot themes with colors, constants, font sizes, and StyleBoxFlat properties.
Signals List, connect, and disconnect signals between nodes.
Animations Create AnimationPlayers and clips, add property/method tracks with keyframes, control autoplay and preview playback. Apply high-level presets (fade, slide, shake, pulse).
Materials Create StandardMaterial3D, ORMMaterial3D, ShaderMaterial, and CanvasItemMaterial. Set parameters/shader uniforms, assign to nodes, and use curated presets (metal, glass, emissive, etc.).
Particles Create GPU/CPU particle emitters (2D/3D), configure emission and process properties, and apply presets (fire, smoke, explosion, rain, etc.).
Cameras Create and configure Camera2D/Camera3D (FOV, projection, smoothing, limits, drag). Set up follow targets and apply presets (topdown, platformer, cinematic, action).
Audio Create AudioStreamPlayer nodes (1D/2D/3D), assign streams, control playback properties, preview audio, and list project audio resources.
TileMaps & TileSets Set individual tiles or fill rectangular regions, clear layers, read cell data, and inspect TileSet atlas sources and images.
Resource & Asset Management Search, load, create, and assign resources including curves, environments, physics shapes, and gradient/noise textures.
API Introspection Query Godot's ClassDB for class properties, methods, signals, enums, and constants.
Filesystem Read/write text files, search files by name/type/path, force reimport, or trigger a full filesystem scan.
Runtime Inspection & Input Inspect the live scene tree and UI elements. Send simulated input (keyboard, mouse, gamepad, actions) and read action states in a running game.
Logging, Testing & Debugging Read plugin, game, and editor logs. Run GDScript test suites and retrieve results.
Batch Execution Execute multiple editor commands atomically in a single call, with rollback on failure.
Client Configuration Auto-configure MCP server entries for 16+ AI clients (Claude Code, Codex, Cursor, Zed, VS Code, etc.).
Allows AI assistants like Codex to access and manipulate a live Godot editor environment.
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 ~43 MCP tools (full list) let AI assistants (Claude Code, Codex, Grok Build, Antigravity, Hermes Agent, etc.) build scenes, edit nodes and scripts, wire signals, and configure UI, materials, animations, particles, cameras, and environments.
š Now on the Godot Asset Library and the new Godot Asset Store ā one-click install from Godot's AssetLib tab. You'll still need uv for the Python server (see Quick Start).
š¬ Join the Discord ā questions, showcases, and contributor chat.
Quick Start
Prerequisites
Godot
4.5+(4.7+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"Prefer your package manager?
uvis a popular open-source tool packaged in most distro repos, so you don't have to pipe a script from the web:Arch:
sudo pacman -S uvDebian / Ubuntu:
sudo apt install uv(older releases:pipx install uvor the script above)Fedora:
sudo dnf install uvmacOS (Homebrew):
brew install uv
Other options: uv install docs
An MCP client (Claude Code | Codex | Antigravity)
1. Install the plugin
Recommended ā 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.
šØ 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 ā 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, Hermes Agent
Codex, Grok Build, Cursor, Devin Desktop (formerly Windsurf), VS Code, VS Code Insiders, Zed, Gemini CLI, Cline, Kilo Code, Roo Code, Zoo Code, Kiro, Trae, Cherry Studio, OpenCode, Qwen Code, Kimi Code.
Most clients connect to http://127.0.0.1:8000/mcp. Claude Desktop and Codex
are configured with the client-owned godot-ai attach stdio bridge instead,
so they can discover the tools before Godot opens and keep using them across
same-version editor restarts. If auto-configure can't find a compatible local
launcher, each dock row exposes a Run this manually panel with a copyable
snippet. Clients whose native configuration supports URL transport also show
an advanced URL fallback.
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 tool, op, and resource list (~43 tools exposing 120+ ops, plus read-only godot:// resources), grouped by domain.
Testing: the plugin ships an in-editor GDScript test framework ā your AI client (or you) can write McpTestSuite suites for your own game under res://tests/ and run them with test_run. See docs/testing.md.
Claude Code
claude mcp add --scope user --transport http godot-ai http://127.0.0.1:8000/mcpClaude Desktop (claude_desktop_config.json)
Claude Desktop local configuration requires a launched stdio command. Per
Anthropic's remote MCP guidance,
it does not accept a remote url entry in claude_desktop_config.json;
Claude's remote Connectors flow is cloud-brokered and cannot reach this
loopback-only server.
Use the dock-generated entry so the command is an absolute, GUI-safe launcher.
Its non-Windows uvx shape is:
{
"mcpServers": {
"godot-ai": {
"command": "/absolute/path/to/uvx",
"args": ["--link-mode", "copy", "--from", "godot-ai==VERSION", "godot-ai", "attach", "--port", "8000", "--ws-port", "9500"]
}
}
}On Windows, the dock also detects Store/MSIX AppData virtualization. When one
Store package is installed, Configure uses its private LocalCache/Roaming
path, creating the config there if necessary so a later copy-on-write cannot
hide an entry written to conventional roaming. If the private file is new and
the roaming config already exists, its full contents seed the private file
before the godot-ai entry is merged; the roaming source remains byte-identical.
Without a Store package it uses the conventional roaming config. Multiple
matching Store packages fail with an actionable error instead of choosing one,
and Configure never writes both.
Codex (~/.codex/config.toml)
[mcp_servers."godot-ai"]
command = "godot-ai"
args = [
"attach",
"--port", "8000",
"--ws-port", "9500",
]
enabled = true
startup_timeout_sec = 60
tool_timeout_sec = 360The dock chooses a compatible launcher automatically: a development venv,
an exact-version uvx --link-mode copy --from godot-ai==VERSION ... command,
or a matching system godot-ai install. Re-run Configure after changing
ports, excluded tool domains, or plugin versions so those launch arguments
stay synchronized.
On Windows, Configure writes a pythonw.exe launch (and, for uvx/system
tiers, a small stdio-preserving CREATE_NO_WINDOW bootstrap). This prevents a
terminal window from opening with Claude Desktop or Codex while keeping the MCP
process attached to the client's stdin/stdout pipes. Do not simplify that
generated entry back to a console-subsystem python.exe, uvx.exe, or
godot-ai.exe command.
Advanced fallback for clients intentionally kept in URL mode:
[mcp_servers."godot-ai"]
url = "http://127.0.0.1:8000/mcp"
enabled = trueURL mode depends on the client's own reconnect behavior. If Godot AI is not running when the client starts, a client restart may still be required.
Grok Build (~/.grok/config.toml)
[mcp_servers.godot-ai]
url = "http://127.0.0.1:8000/mcp"
enabled = trueOr dock ā Clients ā Grok Build ā Configure.
Antigravity (~/.gemini/config/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.
The MCP server binds to 127.0.0.1 by default. To reach it from another
machine on your network (e.g. a remote coding agent), pass --allow-host
with one or more CIDRs or bare IPs (repeat the flag or comma-separate
values) when launching the server:
godot-ai --allow-host 192.168.1.0/24This binds the HTTP transport off loopback and gates every request on the real (unforgeable) socket peer address, so only hosts inside the named range(s) get in ā DNS-rebinding defenses (Origin / Host / Sec-Fetch-Site checks) stay active. The plugin's WebSocket bridge to the editor always stays loopback-only since it's unauthenticated. Only name ranges you trust; prefer an SSH tunnel or Tailscale on untrusted networks.
An older client configuration may launch mcp-proxy against an unbounded
mcp>=1.17.0 dependency. mcp 2.x is incompatible with released
mcp-proxy versions: 0.11.0 fails on streamablehttp_client, while 0.12.0
contains both incompatible imports and may report request_ctx first.
Preferred fix: update Godot AI, click Configure for Claude Desktop, and
restart it. This replaces the legacy proxy entry with the current
godot-ai attach launcher. As a temporary workaround, constrain the old uvx
command with --with "mcp<2" before its mcp-proxy package argument.
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 ā 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.Attach entries put
--link-mode copydirectly in the generated uvx arguments, telling uv to copy shared C extensions instead of hard-linking them. This works for configuration formats that do not support anenvobject and removes the reverse race where an MCP client starts its attach launcher while a server child still holds the.pyd.
The shape client_configure writes for Claude Desktop is now:
{
"mcpServers": {
"godot-ai": {
"command": "/absolute/path/to/uvx",
"args": ["--link-mode", "copy", "--from", "godot-ai==VERSION", "godot-ai", "attach", "--port", "8000", "--ws-port", "9500"]
}
}
}The exact command may be an absolute uvx path or a Windows pythonw.exe
bootstrap; use the dock-generated form rather than simplifying it. If you've
already hit the lock, click Configure on Claude Desktop to rewrite its old
mcp-proxy entry to the attach shape, then quit and reopen Claude Desktop. If the
lock persists (rare ā 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. AI assistants should also read AGENTS.md.
Windows contributors: run .\script\setup-dev.ps1 in PowerShell. It builds test_project\addons\godot_ai as a directory junction ā 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 ā 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.
Related MCP server: AI-godot-mcp
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