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 ~41 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
4.5+(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 — 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, Devin Desktop (formerly 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/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 — 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.
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. 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 — 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.
Related MCP server: AI-godot-mcp
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