Godot Universal MCP
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 Universal MCP show me the scene tree"
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 Universal MCP
Local-first MCP tooling for Godot: a TypeScript/Node.js stdio server plus a GDScript editor addon and an optional development-runtime bridge.
The addon does not require C# or a .NET Godot build. A game that uses C# still needs Godot .NET and the corresponding SDK to compile its own code. Native node, scene and exported-property inspection uses Godot's APIs rather than assuming a particular game scripting language.
Architecture
MCP client -- stdio / MCP --> Node.js server
| authenticated, loopback-only NDJSON TCP
+--> GDScript editor bridge (default 9500)
+--> GDScript runtime bridge (default 9501, opt-in)Keep the public MCP protocol in the official Node SDK. The internal TCP bridge is not itself a public MCP endpoint. See the bridge guide for the language boundary, security model, migration notes and limitations.
Related MCP server: godot-devtool
Run this checkout
Use Node.js 20 or newer and a Godot 4 editor. The integration matrix includes Godot 4.3 standard and 4.4.1 .NET; it is a compatibility test matrix, not a claim that these are the newest or recommended engine releases. Check the actual CI results for the revision being installed.
git clone https://github.com/Noa3/GodotMCP.git
cd GodotMCP
npm ci
npm run buildWhen evaluating a pull request, check out its branch before building.
Copy the complete addons/godot_universal_mcp directory into your game's
addons/ directory. Enable Godot Universal MCP under Project > Project
Settings > Plugins, then open a scene. Do not mix files from different addon
revisions.
Configure your client to launch the built file with absolute paths. Example
VS Code .vscode/mcp.json (replace both paths):
{
"servers": {
"godot-universal": {
"type": "stdio",
"command": "node",
"args": ["/absolute/path/to/GodotMCP/dist/cli/index.js"],
"env": {
"GODOT_PROJECT_ROOT": "/absolute/path/to/your-game"
}
}
}
}On Windows, forward-slash absolute paths such as C:/Projects/... avoid JSON
backslash escaping. Other MCP clients may use a different outer configuration
key; the command, arguments and environment are the same. No serve subcommand
is needed. Using npx to launch a registry release does not test this checkout.
This guide makes no assumption that a matching npm release has been published.
The dock's Copy Config button generates this VS Code configuration after
godot_universal_mcp/server_entry is set in Project Settings to the absolute
built dist/cli/index.js path. The project token is not put on the clipboard.
Authentication and write access
On first activation, the editor creates a random project-local credential at
.godot/godot_universal_mcp/token. The Node server reads that game's token before
each request. GODOT_PROJECT_ROOT must point to the game, not this server's repo.
The .godot cache must stay private and out of version control. An optional
GODOT_MCP_TOKEN override must be the same in the editor and server environments.
The MCP server defaults to read-only. To allow changes in a project you trust, first initialize its config:
node dist/cli/index.js init-project /absolute/path/to/your-gameThen manually edit only these fields in the generated
.godot-universal-mcp/config.json, retaining the other settings:
{"security": {"allowWrite": true, "trustMode": "trusted"}}All registered write/destructive tools, including editor saves and process launch/control, require both fields. Tool annotations are hints for clients, not an alternative to this authorization. Possession of the raw bridge token grants bridge access; this is not a sandbox against other processes running as you. Only open and run projects you trust.
Runtime inspection
Enable Runtime bridge (next game run) in the dock and launch the game using the editor or an editor binary. The addon manages its own autoload entry. The runtime listener is disabled by default and refuses normal export-template builds, including debug exports. It remains responsive while gameplay is paused. Changing the runtime checkbox takes effect on the next game run.
Main bridge-backed MCP tools
Public tool | What it actually does |
| Read engine/project identity and supported operations. |
| Inspect the current, possibly unsaved edited scene. |
| Typed property edit through editor Undo/Redo; trusted writes required. |
| Request scene saves or a filesystem scan. |
| Inspect the running game through the opt-in bridge. |
| Pause/resume without pausing the bridge itself. |
| PNG JSON payload, longest edge capped at 1024; unavailable headlessly. |
| Bounded stdout/stderr from a process launched by this server. |
Editor nodes use paths relative to the edited root (. means the root).
Runtime nodes use paths relative to /root. Missing/unimplemented functionality
returns explicit errors: godot_editor_output does not yet capture the editor
console. Empty log arrays must not be treated as proof of an error-free game.
The existing project/file/offline scene/script tools remain available; their
textual analysis is not a complete Godot or C# compiler.
Development checks
npm run typecheck
npm run lint
npm test
npm run build
node --test tests/client.test.cjs
python3 tests/bridge_smoke.py --godot /absolute/path/to/godotFor the compiled C# fixture, use a Godot .NET binary and the matching .NET SDK:
python3 tests/bridge_smoke.py --godot /path/to/godot-dotnet --csharp --sdk-version 4.4.1The smoke test creates a temporary project and exercises real editor/runtime TCP connections, authentication, exported properties, typed writes, batching and pause/resume. It does not replace GUI undo testing, rendered screenshot testing, or exported-build validation. CI runs the engine fixtures separately from the TypeScript/Jest checks.
Documentation and license
Bridge guide and migration · Security · Roadmap · Contributing
MIT License. See LICENSE, NOTICE.md, and THIRD_PARTY_NOTICES.md.
Available Tools
36 toolsgodot_editor_filesystem_scanGodot Editor Filesystem ScanC
Trigger a Godot editor filesystem scan.
godot_editor_outputGodot Editor OutputC
Fetch recent editor console output through the bridge.
Inputs: limit.
godot_editor_save_allGodot Editor Save AllB
Tell the Godot editor to save all modified resources.
godot_editor_statusGodot Editor StatusA
Check whether the Godot editor bridge is connected.
godot_file_deleteGodot File DeleteC
Delete a file or directory inside the project.
Inputs: path (required), recursive.
godot_file_listGodot File ListB
List files or directories in a project-relative folder.
Inputs: path, recursive.
godot_file_moveGodot File MoveC
Move or rename a file inside the project.
Inputs: to (required), from (required).
godot_file_patchGodot File PatchC
Apply a line-based patch to a text file.
Inputs: path (required), endLine (required), startLine (required), replacement (required).
godot_file_readGodot File ReadB
Read a text file inside the Godot project root.
Inputs: path (required).
godot_file_writeGodot File WriteC
Write a text file inside the Godot project root.
Inputs: path (required), content (required), createDirectories.
godot_project_doctorGodot Project DoctorC
Run health checks against the project installation and bridge connectivity.
godot_project_grepGodot Project GrepC
Search project files using a regular expression.
Inputs: pattern (required), flags, maxMatches.
godot_project_infoGodot Project InfoA
Read project.godot and summarize the project name, version and features.
godot_project_scanGodot Project ScanC
Scan the project for scenes, scripts and resources.
Inputs: maxEntries.
godot_project_searchGodot Project SearchC
Search project files for plain text.
Inputs: query (required), maxMatches.
godot_project_treeGodot Project TreeC
List the project tree with ignore support and truncation details.
Inputs: maxDepth, maxEntries.
godot_restart_projectGodot Restart ProjectC
Restart a managed Godot runtime process.
Inputs: args.
godot_run_projectGodot Run ProjectC
Launch the Godot project when a Godot binary can be discovered.
Inputs: args, projectPath.
godot_runtime_logsGodot Runtime LogsC
Return runtime logs from the managed process or bridge.
Inputs: limit.
godot_runtime_perfGodot Runtime PerformanceC
Fetch runtime performance stats from the bridge.
godot_runtime_screenshotGodot Runtime ScreenshotC
Fetch a runtime screenshot from the bridge.
Inputs: encoding.
godot_runtime_statusGodot Runtime StatusC
Return runtime bridge and managed process status.
godot_runtime_treeGodot Runtime TreeB
Fetch the live runtime scene tree through the bridge.
godot_scene_find_broken_referencesGodot Scene Broken ReferencesC
Find broken scene resource references.
Inputs: path (required).
godot_scene_get_nodeGodot Scene Get NodeC
Get a scene node by its path from a .tscn file.
Inputs: path (required), nodePath (required).
godot_scene_get_treeGodot Scene Get TreeC
Parse a .tscn file and return its node tree.
Inputs: path (required).
godot_scene_listGodot Scene ListA
List all .tscn scene files in the project.
godot_scene_set_node_propertyGodot Scene Set Node PropertyC
Set a node property in a .tscn file.
Inputs: path (required), value (required), nodePath (required), property (required).
godot_scene_validateGodot Scene ValidateC
Validate a .tscn file structure.
Inputs: path (required).
godot_script_createGodot Script CreateC
Create a new GDScript file from template parts.
Inputs: path (required), body, extends, className.
godot_script_listGodot Script ListA
List all .gd and .cs scripts in the project.
godot_script_patchGodot Script PatchC
Apply a line-based patch to a script file.
Inputs: path (required), endLine (required), startLine (required), replacement (required).
godot_script_readGodot Script ReadC
Read a GDScript or C# script file.
Inputs: path (required).
godot_script_symbolsGodot Script SymbolsB
Extract class, function, signal and variable names from a script.
Inputs: path (required).
godot_script_todo_indexGodot Script TODO IndexB
Find TODO, FIXME and HACK comments in scripts.
godot_stop_projectGodot Stop ProjectB
Stop a project launched by godot_run_project.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 36 tools
Tools are well-separated by domain prefixes (scene, script, file, project, runtime, editor). Within each domain the purpose is distinct. Minor potential confusion exists between godot_project_search (plain text) and godot_project_grep (regex), which overlap heavily, and between godot_scene_get_tree and godot_runtime_tree (both trees but different targets).
Most tools follow a consistent godot_<domain>_<verb> pattern (godot_scene_get_node, godot_script_read, godot_file_write, godot_project_info). A few deviate or use awkward phrasing like godot_scene_find_broken_references and godot_script_todo_index which are noun-heavy rather than verb_action. Overall recognizable but not perfectly uniform.
36 tools is a very large surface for a single server. Many tools could be consolidated (e.g. file operations and project operations), and the count makes it heavy. This is near the top end of the scale and risks overwhelming agents.
The coverage is remarkably thorough for the Godot ecosystem: file CRUD, script lifecycle (create/read/patch/list), scene parsing and validation, runtime control, editor integration, and project health/analysis. The scan, doctor, and grep/search tools add useful discovery capabilities. No obvious dead ends in the core workflows.
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