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 MCPCreate a new scene with a player character and attach a movement script to 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
Give your AI assistant full access to the Godot editor.
Build games faster with Claude, Cursor, or any MCP-compatible AI — no copy-pasting, no context switching. AI reads, writes, and manipulates your scenes, scripts, nodes, and project settings directly.
Godot 4.4+ · 69 tools · Undo/redo · Interactive project visualizer · MIT license
Now on the Godot Asset Store as Godlink MCP. If it helps you, please leave a review there. It's the main way other Godot developers find it.

Quick Start
0. Install Node.js (one-time setup)
Download and run the installer from nodejs.org (LTS version). It's a standard installer — no terminal needed.
1. Install the Godot plugin
Godot 4.7 and newer: inside the Godot editor, click the Asset Store tab at the top → search "Godlink" → find "Godlink MCP" → Install. (Store page)
Godot 4.6 and older: click the AssetLib tab instead → search "mcp" → find "Godot AI Assistant tools MCP" → Install.
Manual install: copy the addons/godot_mcp/ folder from this repo into your project's addons/ folder.
Then go to Project → Project Settings → Plugins and enable the Godot MCP plugin.
2. Add the server config to your AI client
Claude Desktop — Settings → Developer → Edit Config → open the config file and paste:
Mac / Linux:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-server"]
}
}
}Windows:
{
"mcpServers": {
"godot": {
"command": "cmd",
"args": ["/c", "npx", "-y", "godot-mcp-server"]
}
}
}Cursor — Settings → MCP → Add Server:
Mac / Linux:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-server"]
}
}
}Windows:
{
"mcpServers": {
"godot": {
"command": "cmd",
"args": ["/c", "npx", "-y", "godot-mcp-server"]
}
}
}Claude Code — run in terminal:
claude mcp add godot -- npx -y godot-mcp-serverWorks with any MCP-compatible client (Cline, Windsurf, etc.)
3. Restart your AI client
Close and reopen Claude Desktop / Cursor / your client so it picks up the new config.
4. Restart your Godot project
Hit Restart Project in the Godot editor. Check the top-right corner — once your AI client is running you should see MCP: Agent Active in green. You're ready to go.
If it shows MCP: No Agent in orange, Godot found the server but no AI client is using it yet. Restart your AI client. MCP: Disconnected in red means the server isn't running. Check that Node.js is installed and the config from step 2 is saved.
Related MCP server: Godot MCP
What Can It Do?
69 Tools Across 7 Categories
Category | Tools | Examples |
Scene Operations | 23 | Create whole node trees in one call, add/remove/move nodes, set any property including textures, shapes, meshes and materials (by file path or inline), attach scripts, signals, groups, call methods |
Project & Runtime | 28 | Run/stop the game, send input, take screenshots, inspect live nodes, read errors and logs, project settings, input map, autoloads |
Script & File Operations | 8 | Edit and validate scripts, write files, rename/move files with reference updates, create and delete folders |
File Browsing | 4 | Browse directories, read files, search the project, create scripts |
Undo & Batching | 4 | Undo/redo any AI change, run many changes as one all-or-nothing batch |
Asset Generation | 1 | Generate 2D sprites from SVG |
Visualization | 1 | Interactive browser-based project map and scene explorer |
Interactive Visualizer
Run map_project and get a browser-based explorer at localhost:6510:
Force-directed graph of all scripts and their relationships
Click any script to see variables, functions, signals, and connections
Edit code directly in the visualizer — changes sync to Godot in real time
Scene view with node property editing
Find usages before refactoring
Limitations
AI cannot create 100% of a game by itself — it struggles with complex UI layouts, compositing scenes, and some node property manipulation. It's still in active development, so feedback is very welcome!
Architecture
┌─────────────┐ MCP (stdio) ┌──────────────┐ WebSocket ┌──────────────┐
│ AI Client │◄────────────────►│ MCP Server │◄─────────────►│ Godot Editor │
│ (Claude, │ │ (Node.js) │ port 6505 │ (Plugin) │
│ Cursor) │ │ │ │ │
└─────────────┘ │ Visualizer │ │ 69 tool │
│ HTTP :6510 │ │ handlers │
└──────┬───────┘ └──────────────┘
│
┌──────▼───────┐
│ Browser │
│ Visualizer │
└──────────────┘Current Limitations
Local only — runs on localhost, no remote connections
One Godot editor at a time — multiple AI clients can connect concurrently, but they all share a single Godot instance
Ctrl+Z does not reach AI changes — the plugin writes to disk rather than the editor's live tree, so Godot's native undo has nothing to revert. Use the
mcp_undotool instead (ask the agent to undo).AI is still limited in Godot knowledge — it can't create 100% of the game alone, but it can help debug, write scripts, and tag along for the journey
Development
To build from source instead of using npm:
cd mcp-server
npm install
npm run buildThen point your AI client at mcp-server/dist/index.js instead of using npx.
Release notes
Narrative write-ups of each release live in release-notes/ (latest: v0.6.1). For the full change history, see CHANGELOG.md.
License
MIT
Star History
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Maintenance
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