godot-mcp-server
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-mcp-serverList the nodes in the main scene"
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-server
An MCP server that gives AI coding agents
first-class access to the Godot game engine: project
inspection, project.godot editing, scene/script parsing, headless exports,
running games with live control (eval, scene-tree inspection, hot reload and
screenshots), and version-accurate API documentation search.
It targets Godot 4.7 and works without the editor open — agents drive Godot through its command line and a small in-game bridge. An optional desktop app manages the server and wires it into your AI agents in one click.
It ships 180+ tools: a native suite (28 godot_* tools for project/build/run/
docs) plus a vendored full-control suite (154 game_*/scene/editor tools) for
deep runtime and editor manipulation — see
Full-control tool suite.
This is the Godot counterpart to defold-mcp, built with the same architecture.
Contents
Related MCP server: Godot MCP
Features
Project parsing — turn
project.godot,.tscn/.tresscenes and.gd/.csscripts into structured JSON (node trees, signals, exports, connections, outlines).Toolchain management — resolve the project's target version, download and cache the matching editor binary and export templates, or use a binary you already have (
GODOT_BIN).Build pipeline — headless import (compile check), multi-mode exports (release/debug/pack) from your presets, clean, and a
doctordiagnostic.Runtime control — launch games as child processes, stream logs, stop them, and (with the bridge) inspect the live scene tree, evaluate expressions, set node properties, hot-reload scripts, and capture screenshots.
API docs — search and read the Godot class reference for the exact engine version in use (generated locally via
--doctool, with a GitHub fallback).Two transports — stdio (default) or HTTP, so multiple agents can share one server.
Desktop manager — an optional Tauri app: live console, start/stop, and one-click MCP setup for 9 AI agents.
Requirements
Node.js 18+
A Godot 4.x editor binary — the server can download one automatically, or you can point it at an existing install with
GODOT_BIN.Network access for the first toolchain/doc download (not needed afterwards, or at all if you set
GODOT_BINand skip docs search).
Install
git clone https://github.com/Fulviuus/godot-mcp.git && cd godot-mcp
npm install
npm run build # generates dist/index.js
npm test # runs the test suite (optional)Configuration
Add the server to your MCP client. For a stdio config (Claude Code / Claude Desktop style):
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/path/to/godot-mcp/dist/index.js"],
"env": { "GODOT_PROJECT_ROOT": "/path/to/your/game" }
}
}
}Or run it over HTTP (shared by multiple agents):
node dist/index.js --transport http --port 7878
# then point clients at http://127.0.0.1:7878/mcpDon't want to edit config files by hand? The desktop app writes the right config into each agent for you.
CLI options
Flag | Default | Purpose |
|
| Transport to serve on. |
|
| HTTP bind host. |
|
| HTTP bind port. |
| off | Exit when the controlling stdin/parent closes. |
| — | Print version / usage. |
Environment variables
Variable | Purpose |
| Default project root (folder with |
| Path to a pre-installed Godot editor binary; skips downloads. |
| Where to cache editors/templates/docs (default |
| Set to |
|
|
| Godot executable for the full-control suite (falls back to |
| Set to |
Most tools also accept a project_root and version argument to override the
defaults per call.
Tools
The native suite is 28 tools across eight areas. Every native tool accepts
response_format: "markdown" | "json". (The vendored full-control suite adds 154
more — see the next section.)
Area | Tools |
Project |
|
Resources |
|
Build |
|
Runtime |
|
Live engine |
|
Editor |
|
Screenshot |
|
Docs |
|
A typical agent flow:
godot_project_info → understand the project
godot_setup → provision editor + templates + bridge
godot_build → confirm it imports/compiles
godot_run live:true → launch with live control
godot_scene_tree / godot_eval → inspect the running game
godot_hot_reload → apply script changes without restarting
godot_screenshot → see the result
godot_export preset:"Linux" → produce a buildThe live-control bridge
Godot's headless mode can't render and has no general runtime RPC, so live
control is provided by a tiny bridge addon (addons/godot_mcp) that
godot_setup (or godot_run live:true) installs into your project. It registers
an autoload that, only when a port is provided, opens a localhost TCP socket
speaking newline-delimited JSON. The server uses it for godot_eval,
godot_scene_tree, godot_set_node_property, godot_hot_reload and
godot_screenshot. It is inert during normal runs and easy to remove (delete the
addons/godot_mcp folder and the MCPBridge autoload).
Full-control tool suite
Alongside the native tools, the server registers a 154-tool full-control
suite vendored from tugcantopaloglu/godot-mcp
(MIT), which extends Coding-Solo/godot-mcp
(MIT). It gives agents deep runtime and editor manipulation across networking,
3D/2D rendering, UI controls, audio, animation trees, physics, signals, file
I/O, runtime GDScript eval, node inspection/mutation, project creation and
more. Names are unprefixed (game_eval, run_project, read_scene,
game_set_property, game_raycast, game_light_3d, …) so they never collide
with the godot_* native tools.
It works through two channels, both driven by Godot-side engines shipped with the
server (src/advanced/scripts/):
Headless operations (
godot_operations.gd) — scene/resource/file/project tools rungodot --headless --script godot_operations.gd; no running game needed. (Scene ops likeread_sceneneed the project imported once — open it in the editor, or rungodot_build/godot --import.)Live interaction (
mcp_interaction_server.gd) — the ~120game_*runtime tools talk to a TCP autoload (port 9090) inside the running game. Callrun_projectto launch the game; it installs that autoload and connects automatically. (This is separate from the nativegodot_runbridge; use the suite that matches the tools you're calling.)
Set GODOT_MCP_ADVANCED=0 to register only the 28 native tools. Point the suite
at your engine with GODOT_PATH (or reuse GODOT_BIN).
Attribution and license terms for the vendored code are in NOTICE; the vendored files carry source headers and everything is MIT-licensed.
Desktop app
desktop/ is an optional Tauri control panel (the Godot
counterpart to the defold-mcp manager). It supervises the server and connects it
to your agents without touching config files by hand:
Console — a live stream of everything the server does (tool calls, export output, game logs, listener status).
Server control — start/stop the server in Streamable HTTP mode on a chosen host/port (default
127.0.0.1:9820), with a status pill showing the live tool count and PID.Agent auto-configuration — pick an agent and click Configure: the app merges a
godotentry into that agent's own MCP config file (backing it up first) in the client's correct dialect, over HTTP or stdio. Supported agents: Claude Code, Claude Desktop, OpenAI Codex, Cursor, Gemini CLI, VS Code (Copilot), Windsurf, Cline, Zed. Files it can't safely edit (e.g. JSONC with comments) are never modified — it shows a paste-ready snippet instead.
The server is bundled into the app, so end users only need Node installed. See desktop/README.md to build and run it.
Architecture
src/
├── index.ts Entry point: server construction, stdio/HTTP, lifecycle
├── http.ts Streamable HTTP transport + /health
├── constants.ts Versions, release-asset naming, cache locations
├── context.ts Project-root resolution, res:// ↔ filesystem mapping
├── state.ts Running-game registry + log buffers
├── util/ Parsers & helpers (ini, scene, gdscript, csharp, fs, http)
├── services/ Engine-facing logic (toolchain, processes, engine bridge,
│ refdoc, screenshot, editor, templates)
└── tools/ MCP tool modules (project, resources, build, run, engine,
editor, screenshot, docs) + shared registration
desktop/ Optional Tauri desktop manager (see desktop/README.md)
test/ node --test suite + a minimal Godot fixture projectThe engine-specific layers map cleanly onto Godot: the godot editor binary +
export templates replace Defold's bob.jar; the text scene format replaces
protobuf; GDScript/C# replace Lua; and the bridge replaces Defold's TCP engine
service.
Development
npm run dev # run from source with tsx
npm run build # type-check + emit dist/
npm test # unit + server (stdio) + http tests
npm run bundle:server # esbuild single-file bundle (used by the desktop app)The toolchain-dependent flow (setup → build → run → eval → screenshot → export) is covered by an opt-in smoke test that needs a real Godot install:
node test/live-smoke.mjs # uses a temp copy of the fixture
node test/live-smoke.mjs /my/game # or your own projectDesktop app (Rust/Tauri) tests:
cd desktop/src-tauri && cargo test # config writers, merging, backupsCredits
The full-control tool suite (
src/advanced/) is vendored from godot-mcp by Tugcan Topaloglu, which extends godot-mcp by Solomon Elias (Coding-Solo). Both are MIT licensed. See NOTICE.The native suite, transports, toolchain automation, tests, desktop app and packaging are original to this project, which mirrors the architecture of defold-mcp.
License
Maintenance
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