godot-mcp
Provides tools for controlling and inspecting Godot 4.x projects, including scene and node editing, project running, headless project management, debugging with breakpoints and stepping, and capturing 2D/3D viewport and game visuals.
Click on "Deploy 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 game 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
Give your AI coding assistants hands, eyes, and deep debugging powers directly inside Godot Engine 4.x.
Godot MCP is an open-source, production-ready Model Context Protocol (MCP) server that connects modern AI assistants (Anthropic Claude Desktop, Cursor, Antigravity, Roo Code, Cline, and custom agents) directly to Godot Engine 4.x.
Instead of copying and pasting GDScript snippets, guessing node hierarchy paths, or struggling to describe visual bugs to an LLM, Godot MCP provides a bidirectional control plane: agents can inspect scene trees, author 2D/3D nodes, build TileMaps, edit animations, step through code with a live DAP debugger, and capture high-resolution viewport screenshots for visual grounding.
Built with Godot MCP & Gemini 3.8 Flash

NEON SWARM is a fast-paced 2D cyberpunk top-down survival game created 100% autonomously by Gemini 3.8 Flash using Godot MCPโcovering scene assembly, GDScript authoring, procedural audio, original artwork, and live DAP interactive debugging.
Related MCP server: AI-godot-mcp
Key Highlights & Superpowers
๐ฎ Complete Editor & Scene Control: Programmatically inspect, create, reparent, modify, and delete nodes, scenes, resources, and script signals without breaking scene structure.
๐ Interactive DAP Debugger (Phase 9): Real-time breakpoint management, stepping (into, over, out), call stack inspection, and lazy variable evaluation during live game execution.
๐๏ธ Visual Grounding & Viewport Capture: Capture 2D and 3D editor viewports as well as running game frames as PNGs, enabling multimodal AI models to visually inspect level layouts, shaders, and lighting.
โก Headless Process Manager (Phase 8): Run project validation, asset importing, automated tests, and background game instances without GUI dependenciesโideal for autonomous CI/CD or agent self-testing.
๐ก๏ธ Transactional Safety & Reversibility: Multi-file atomic write transactions (
transaction.*), file checkpoints (checkpoint.*), and risk previews prevent unintended project corruption.๐งฉ Structured Scene Batches: Prevalidate up to 64 native scene/resource operations, reject stale state, then apply them as one Undo/Redo action.
๐ Project Events & Dependency Impact: Resume bounded project event streams and inspect direct, transitive, broken, and inbound resource references before changing assets.
๐ Deterministic Regression Evidence: Compare retained viewport captures pixel by pixel and evaluate runtime snapshots against caller-defined performance budgets.
๐ฏ 8 Bounded Tool Profiles: Select focused toolsets (
minimal,core,2d,3d,navigation,ui,runtime,full) to drastically reduce LLM context token usage and latency.
Architecture Overview
Godot MCP uses a decoupled, secure two-tier architecture communicating over standard MCP stdio on the client side and an authenticated loopback WebSocket (127.0.0.1) on the engine side.
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ AI Client (Claude, Cursor, Antigravity) โ
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โ MCP Protocol (stdio / JSON-RPC)
โผ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Godot MCP Server (Node.js 22+) โ
โ โโ Tool Registry (192 tools across 8 profiles) โ
โ โโ Headless Process Manager (Godot CLI runner) โ
โ โโ DAP Client (Interactive debugger bridge) โ
โ โโ Transaction & Snapshot Recovery Engine โ
โ โโ Loopback WebSocket Server (127.0.0.1:<dynamic-port>) โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโฌโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Authenticated Handshake (Token)
โผ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Godot 4.x Engine Instance โ
โ โโ EditorPlugin (addons/godot_mcp) โ
โ โโ SceneTree & Resource Mutator โ
โ โโ 2D & 3D Viewport Grabbers โ
โ โโ Runtime Autoload & Diagnostics Bridge โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโEnterprise Hardening & Safety Architecture
Godot MCP is engineered for safe, reliable autonomous AI development inside production game projects:
๐ Kernel-Level Project Lease (
project-lease.ts): Multi-process mutual exclusion via Windows Named Pipes (\\.\pipe\godot-mcp-project-<sha256>). Ensures only one server or CLI process modifies a project concurrently, with automatic instant cleanup by the OS kernel if a process terminates abnormally.๐ Addon Journal & Rollback Barrier (
addon-journal.ts): Addon installations and updates are staged with SHA-256 integrity verification. Any interrupted or crashed update is detected and automatically compensated before any subsequent operation runs.๐ฆ Defensive Memory & Recursion Budgets (
argument-budget.ts,serialization_budget.gd): Prevents engine freezes and OOM crashes through strict bounds (64 depth, 50,000 items, 8 MB string limits, and cycle detection viaWeakSetin Node.js and ancestor sets in GDScript).๐ก๏ธ Reflection Safety Sandbox (
reflection-safety.ts,safety_policy.gd): Blocks 31 dangerous reflective methods and restricts node mutations to the active edited scene tree.๐ Multi-File Atomic Transactions & Checkpoints (
transaction.*,checkpoint.*): Staged edits are validated before committing. Any failure triggers an automatic compensation rollback with zero partial writes.๐ Interactive DAP Debugger (
debug.*): Real-time breakpoints, stepping (into, over, out), stack frame inspection, and lazy variable expansion during live game runs.โก Headless Process Manager (
headless.*): Run project validations, asset imports, and automated tests in headless mode without GUI dependencies.๐๏ธ Visual Grounding (
visual.*): High-resolution PNG captures of 2D/3D editor viewports and running game frames.
Tool Profiles
To keep LLM context sizes optimal and avoid prompt bloat, Godot MCP divides its 192 tools into 8 specialized profiles:
Profile | Tools | Primary Focus | Included Capabilities |
| 5 | Liveness & Discovery | Session status, project info, scene tree, engine capabilities, tool registry |
| 84 | Project & Scene CRUD | Project info, scene tree, nodes, resources, batches, dependencies, transactions |
| 128 | 2D Game Development | Core + Node2D, Sprite2D, TileMapLayer, TileSet, Camera2D, Collision2D, Parallax2D |
| 114 | 3D World Building | Core + Node3D, Mesh3D, Camera3D, Collision3D, Light3D, StandardMaterial3D, Shader3D |
| 73 | Navigation & Pathfinding | Core + 2D/3D NavigationRegion, NavigationMesh baking, NavigationAgent |
| 88 | User Interface & Animation | Core + Control nodes, anchors, layout presets, AnimationPlayer & AnimationMixer |
| 52 | QA, Headless & Debugging | Headless runner, live game inspection, events, visual and performance comparison, DAP debugger |
| 192 | Unrestricted Power-Agent | Complete tool surface across all domains (default) |
Tip: You can set a default profile in
.godot-mcp/config.jsonviagodot-mcp config <project> --tool-profile 2dor override it on server start with--tool-profile <name>.
Requirements & Compatibility Boundary
Operating System: Windows 10/11 is the primary Tier-1 validated target. Linux and macOS are expected to work via Node.js and the Godot CLI, but are not yet Tier-1 validated in continuous integration.
Godot Engine: Tested and hardened specifically against Godot 4.6.3-stable on Windows. Other Godot 4.x releases are expected to work, but have not been formally certified across all 10 gates.
Node.js: v22.0.0 or newer.
Package Manager: npm (bundled with Node.js).
๐ Quickstart: Connect Godot to your AI Assistant in 3 Steps
Step 1: Create or Open Your Godot Project
Open Godot Engine and create a new project (e.g. MyGame), or open an existing project containing project.godot.
Step 2: Run the Setup Command (Single Step)
Open a terminal in your project directory and run the command for your AI editor:
# For Google Antigravity / Gemini
npx @srdarkx/godot-mcp init . --client antigravity
# For Cursor
npx @srdarkx/godot-mcp init . --client cursor
# For Claude Desktop
npx @srdarkx/godot-mcp init . --client claude(Tip: You can also pass a full path instead of ., e.g. npx @srdarkx/godot-mcp init C:\Projects\MyGame --client antigravity)
What happens automatically in 3 seconds:
๐ Discovers Godot: Automatically detects your installed Godot 4.x executable across standard Windows and system paths.
๐ฆ Installs Bridge Plugin: Copies
addons/godot_mcpdirectly into your game folder.โก Activates Plugin: Enables the plugin automatically in
project.godot(via Godot's headless CLI, no manual editor clicks needed).๐ค Configures Your AI Client: Automatically generates or updates your client configuration file (
.agents/mcp_config.json,.cursor/mcp.json, or Claude Desktop config).
Step 3: Open Your AI Editor and Godot
Open your project in your AI editor (Antigravity, Cursor, or Claude Desktop). It will detect the configuration and launch the Godot MCP server automatically. (If already open, simply reload the window).
Open your project in Godot Engine. The editor plugin connects to the bridge over local WebSocket in ~1 second.
๐ You're all set! You can now prompt your AI directly:
"Inspect the active scene tree and add a
CharacterBody2Dwith aSprite2D.""Capture the 2D viewport to verify layout and shaders."
"Attach the DAP debugger, set a breakpoint in
player.gd, and step through execution.""Run headless project checks and verify zero GDScript errors."
Verify Environment with Doctor
Ensure your environment, permissions, and Godot executable are properly configured at any time:
npx @srdarkx/godot-mcp doctor .Alternative: Build from Source (Contributors)
git clone https://github.com/SrDarkoll/godot-mcp.git
cd godot-mcp
npm install
npm run buildClient Configuration
Add Godot MCP to your preferred AI assistant configuration:
Claude Desktop
Edit %APPDATA%\Claude\claude_desktop_config.json:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"-y",
"@srdarkx/godot-mcp",
"run",
"--project",
"C:\\path\\to\\YourGodotProject",
"--tool-profile",
"full"
]
}
}
}Cursor
In .cursor/mcp.json (or Cursor Settings > Features > MCP):
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"-y",
"@srdarkx/godot-mcp",
"run",
"--project",
"C:/path/to/YourGodotProject"
]
}
}
}Antigravity & Generic MCP Clients
Launch the server over stdio:
npx @srdarkx/godot-mcp run --project C:\path\to\YourGodotProject --tool-profile fullExample Prompts & Use Cases
Once connected, you can interact with your project naturally. Here are examples of what your AI can do:
๐จ Scene & Node Authoring
"Inspect the active scene tree. Add a
CharacterBody2DnamedPlayeras a child of the root, attach aSprite2Dwith textureres://icon.svg, and create a rectangularCollisionShape2D."
๐บ๏ธ Level Design & TileMaps
"Inspect
res://levels/level_1.tscn. Create aTileMapLayer, configure its TileSet fromres://tilesets/dungeon.tres, and paint a 12x2 floor platform at coordinate (0, 10)."
๐ Interactive DAP Debugging
"Launch the game with the debugger attached. Place a breakpoint at line 35 of
res://scripts/player.gd. When triggered, inspect the call stack and show me the value ofvelocityandhealth."
๐ธ Visual Inspection & Shaders
"Capture the 3D viewport of the current editor view. Inspect the visual appearance of the water shader on the lake mesh, check lighting reflections, and adjust the roughness property to 0.2."
๐ค Autonomous Verification Workflow
"Run
workflow.run_checkonres://scenes/test_arena.tscn. Run headless tests, capture the game frame after 2 seconds, verify there are zero script errors, and report a pass/fail verdict with evidence."
Safety & Reversibility
Godot MCP is built with strict safety guarantees to prevent AI agents from accidentally damaging your game assets:
Declared Transactions (
transaction.*): Agents can stage multiple file changes in an isolated transaction. If any operation fails, the entire transaction is rolled back automatically with zero partial writes.File Checkpoints (
checkpoint.*): Creates snapshot restore points before complex refactors, allowing one-command restoration of critical files.Risk Preview (
risk.preview): High-risk operations (such as file deletions or batch property overwrites) require explicit confirmation and permission checks.Isolated Loopback Security: The WebSocket bridge binds strictly to
127.0.0.1using short-lived tokens and randomized ports generated per session.
Project Structure
godot-mcp/
โโโ packages/
โ โโโ protocol/ # Canonical JSON-RPC schemas, contracts, and TypeScript types
โ โโโ server/ # Core MCP server, profiles, transaction manager, DAP client
โ โโโ cli/ # CLI commands (init, doctor, config)
โ โโโ godot-addon/ # Godot 4 EditorPlugin (WebSocket bridge, viewport grabbers)
โโโ tests/
โ โโโ integration/ # Live Godot 4.x editor, runtime, headless & DAP test suites
โโโ docs/ # Comprehensive architecture, protocol, and tool documentation
โโโ scripts/ # CI scripts, code generators, and automated test runnersRunning Tests Locally
You can run individual test suites using the supported npm scripts:
# Run unit tests across all packages (protocol, server, cli)
npm test
# Check type safety and tool schema synchronization
npm run typecheck
npm run check:tool-contracts
# Check Godot addon GDScript syntax
npm run check:godot
# Run live integration tests (requires Godot 4.x)
$env:GODOT_BIN = "C:\Tools\Godot\Godot_v4.6.3-stable_win64.exe"
$env:REQUIRE_GODOT_INTEGRATION = "1"
npm run test:integration
# Specific integration tiers
npm run test:integration:runtime # Live game runtime & diagnostics
npm run test:integration:visual # Viewport and game pixel capture
npm run test:integration:debugger # DAP interactive debugger (Phase 9)
npm run test:distribution # Packaged tarball distribution smoke testTo execute the complete 10-gate validation suite in a single automated run:
powershell -ExecutionPolicy Bypass -File scripts/run-all-gates.ps1 -GodotBin "C:\Tools\Godot\Godot_v4.6.3-stable_win64.exe"Documentation Index
License
This project is licensed under the MIT License. See the LICENSE file for details.
Developed with passion for game development and AI engineering by SrDarkoll.
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