Godot 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 MCPAdd a Start button to the scene, connect it to the transition, then run and click it."
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
What you can do
Edit live scenes, nodes, scripts, resources, and signals, including unsaved editor content.
Author animations, animation graphs, TileSets, and tile maps; configure project settings and input actions.
Run games, send input, capture game views or editor windows, inspect GDScript debugging state, and sample performance.
Import, move, and delete assets with reference handling and recoverable deletion; export builds using project presets.
The server includes an English manual through get_guide: capabilities, Godot development choices, editor concepts, task examples, recovery, and tool selection. Your agent can read it through MCP, even before an editor is connected.
Related MCP server: Godot MCP Extended
Get started
Requires Godot 4.7.2 and a local stdio MCP client. Tested on Linux x86_64; other native platforms are not yet verified.
1. Install
Linux/macOS:
curl -fsSL https://raw.githubusercontent.com/smturtle2/godot-mcp/main/install.sh | shWindows PowerShell:
irm https://raw.githubusercontent.com/smturtle2/godot-mcp/main/install.ps1 | iexInstalls the latest release without prompts and manages the required Python runtime. Open a new terminal to use godot-mcp.
2. Connect your AI assistant
Send this prompt to your agent:
Set up Godot MCP using this guide: https://github.com/smturtle2/godot-mcp/blob/main/src/godot_mcp/guide_content/start.md#connect-the-mcp-clientThe client starts the server with the stable launcher's absolute path and the connect argument. See the connection guide for platform paths.
3. Set up a project
For a new project, ask your agent to use create_project with an absolute directory. It creates the project, installs the plugin, launches Godot, and connects.
Close an existing project in Godot and ask your agent to install its plugin with install_plugin, providing the project's absolute directory. Then open the project in Godot. The agent can use get_context to inspect it or select among several open projects.
You can also run godot-mcp init from the project folder. For updates, close linked Godot projects, rerun the installer, and reconnect MCP.
Working with the agent
Describe the change or problem in ordinary language. The server instructions direct the agent to get_guide for relevant usage and development guidance. The development section explains Godot's technical options without imposing a game style or project architecture.
Edits use the current editor state. Source changes remain unsaved by default; saving and source diagnostics are separate operations. Pending operations can be followed without repeating the mutation. Editor Undo and recoverable asset deletion have different persistence rules, explained in the usage examples and recovery guide.
Reference
Setup · Godot development · Editor concepts · Usage · Recovery · 50 tools
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