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Godot Universal MCP

Godot Universal MCP

by Noa3

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 build

When 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-game

Then 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

godot_editor_status, godot_editor_capabilities

Read engine/project identity and supported operations.

godot_editor_tree, godot_editor_get_node

Inspect the current, possibly unsaved edited scene.

godot_editor_set_node_property

Typed property edit through editor Undo/Redo; trusted writes required.

godot_editor_save_all, godot_editor_filesystem_scan

Request scene saves or a filesystem scan.

godot_runtime_status, godot_runtime_tree, godot_runtime_perf

Inspect the running game through the opt-in bridge.

godot_runtime_pause, godot_runtime_resume

Pause/resume without pausing the bridge itself.

godot_runtime_screenshot

PNG JSON payload, longest edge capped at 1024; unavailable headlessly.

godot_runtime_logs

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/godot

For 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 4.4.1

The 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 tools
godot_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_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

    B3/5.0

    Scored across 36 tools

    Disambiguation4/5

    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).

    Naming Consistency4/5

    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.

    Tool Count2/5

    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.

    Completeness5/5

    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.

    Maintenance

    ActivityStale
    ResponsivenessNo recent community issues

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