Godot MCP
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 MCPcapture the current viewport"
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
Godot MCP is an open-source, security-first MCP server and Godot editor addon. Phase 7 provides reversible installation, authenticated Godot 4.7 editor attachment, six default observe-only tools, explicitly gated runtime/input surfaces, permission-scoped editor authoring, native read-only GDScript debugging, and bounded structured performance evidence.
Set up with an AI coding agent
Copy this prompt and paste it into your AI coding agent:
Set up Godot MCP by following these instructions:
https://raw.githubusercontent.com/k0nkupa/godot-mcp/main/setup-instructions/setup.mdThe agent will check compatibility and prerequisites, install the addon into your chosen Godot project, register the observe-only MCP server, and verify the setup. Runtime control, input automation, and project mutation remain separate opt-ins that require your explicit approval.
Related MCP server: Gear
Requirements
macOS (the currently certified platform)
Node.js 22
pnpm 11.13.0
Godot 4.7 stable
Compatibility is evidence-gated by release/compatibility-matrix.json. Godot 4.4–4.6 and Linux/Windows remain experimental until their exact matrix cells carry trusted certification receipts; pending cells are not advertised as supported.
Source quick start
pnpm install --frozen-lockfile
pnpm build
node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js init --project /absolute/path/to/godot-project
node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js doctor --project /absolute/path/to/godot-project
node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js editor --project /absolute/path/to/godot-projectFor a verified release-to-release replacement, run godot-mcp upgrade --project /absolute/path/to/godot-project --source /absolute/path/to/new/addons/godot_mcp. Upgrade and rollback refuse independently modified installed files and preserve the original uninstall preimage.
Use the editor command for the Phase 7-certified launch. It writes a short-lived owner-only startup attestation, then starts Godot with the authenticated editor debugger and native DAP assigned to one loopback port; the debugger binds first, so unauthenticated DAP never acquires a listener. The addon consumes the attestation and connects outward only when a matching MCP runtime publishes a short-lived pairing descriptor. Opening the project through another launcher keeps earlier editor features available, but runtime debugging fails closed because secure startup cannot be proven by copied user arguments alone.
Register the source checkout with Codex using absolute paths:
codex mcp add godot -- node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js connect --project /absolute/path/to/godot-projectThe default registration remains observe-only. To opt into one MCP-owned instrumented runtime, explicitly grant both its tier and pack:
codex mcp add godot-runtime -- node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js connect --project /absolute/path/to/godot-project --grant runtime_control --pack runtimeTo launch and automate the owned runtime, grant the input pack separately:
codex mcp add godot-runtime-input -- node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js connect --project /absolute/path/to/godot-project --grant runtime_control --pack runtime --pack inputTo preview and apply bounded editor mutations, explicitly grant both the mutation tier and editor pack:
codex mcp add godot-editor -- node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js connect --project /absolute/path/to/godot-project --grant project_mutate --pack editorStart a fresh Codex task after registration so the newly registered MCP server is exposed. To stop using the addon while retaining its files, or remove the verified installation completely:
node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js disable --project /absolute/path/to/godot-project
node /absolute/path/to/godot-mcp/packages/cli/dist/bin.js uninstall --project /absolute/path/to/godot-projectUninstall refuses to remove the addon, project configuration, or project.godot if they changed independently after installation.
Implemented MCP tools
godot_session— attachment, project identity, versions, and grantsgodot_capabilities— currently visible observe/core capabilitiesgodot_doctor— installation, plugin, identity, and attachment diagnosticsgodot_help— built-in usage and security-boundary helpgodot_query— bounded editor state, open scene/tree/node metadata, indexed resources, approved project settings, and redacted diagnosticsgodot_capture— bounded PNG from the current 2D or selected 3D editor viewport, returned as MCP image content and persisted as session evidence
The default six tools are read-only and closed-world. A runtime-authorized session additionally exposes:
godot_runtime— launch, bounded runtime queries/control, native GDScript breakpoints/stacks/variables/selector watches, monitor snapshots, and cancellable structured profiles for one authenticated child runtimegodot_runtime_capture— one to eight ordered running-game PNG frames with verified evidence metadatagodot_input— bounded events, frame-indexed sequences, non-passive recording, and deterministic replay for the owned runtimegodot_editor— preview, apply, undo, and redo one bounded scene/node/resource/source authoring batch with durable idempotency and native editor history
For example:
{ "operation": "scene_tree", "scenePath": "res://main.tscn", "maxDepth": 8, "maxNodes": 250 }
{ "viewport": "2d", "maxWidth": 1280, "maxHeight": 720 }
{ "operation": "launch", "scenePath": "res://main.tscn" }
{ "operation": "debug_breakpoints_set", "handle": { "runId": "<run UUID>", "generation": 1 }, "breakpoints": [{ "sourcePath": "res://player.gd", "line": 42 }] }
{ "operation": "profile_start", "handle": { "runId": "<run UUID>", "generation": 1 }, "durationMs": 1000, "intervalFrames": 1, "groups": ["frame", "memory"], "retainRaw": false }
{ "operation": "sequence", "handle": { "runId": "<run UUID>", "generation": 1 }, "mode": "deterministic", "events": [{ "frameOffset": 0, "event": { "type": "action", "action": "jump", "pressed": true, "strengthMillionths": 1000000 } }, { "frameOffset": 1, "event": { "type": "action", "action": "jump", "pressed": false, "strengthMillionths": 0 } }] }Runtime control and input are off unless their explicit flags are present. Deterministic sequences/replay require a paused owned runtime; offsets are zero-based, so offsets 0–1 process across two rendered frames and leave it paused. Recording captures only MCP-injected events. Receipts and audit summaries omit raw action names, keycodes, coordinates, and trace payloads. There is no OS-global/editor input, arbitrary text, process, filesystem, network, method-call, or GDScript-evaluation primitive.
Development and certification
GODOT_BIN=/opt/homebrew/bin/godot pnpm qa:phase-0-1
GODOT_BIN=/opt/homebrew/bin/godot pnpm qa:phase-2
GODOT_BIN=/opt/homebrew/bin/godot pnpm qa:phase-3
GODOT_BIN=/opt/homebrew/bin/godot pnpm qa:phase-4
GODOT_BIN=/opt/homebrew/bin/godot pnpm qa:phase-5
GODOT_BIN=/opt/homebrew/bin/godot pnpm qa:phase-6
GODOT_BIN=/opt/homebrew/bin/godot pnpm qa:phase-7The Phase 7 gate certifies secure shared-port editor startup, native-DAP inertness, authenticated editor-session debugging, breakpoints/stacks/variables/selector watches, bounded public monitor snapshots, completed and cancelled profiles, hostile-input rejection, published stdio behavior, and zero owned-state or fixture residue. Earlier gates remain required regressions. See Phase 7 testing, Phase 6 testing, the threat model, and the bridge protocol.
Roadmap
Later phases add declarative playtests, imports/builds/exports, evidence retrieval, compatibility lanes, and explicitly gated disposable-fixture unsafe mode. None of those capabilities are claimed by Phase 7.
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