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 Node2D called Player to the current 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
A Godot 4.7 editor plugin that serves the open editor as an MCP server, so Claude Code (or any MCP client) can read and change the live project: scenes, nodes, scripts (GDScript and C#), project settings, asset imports, headless runs and .NET builds. Node edits go through the editor's undo history.
The addon in addons/godot_mcp/ is the product. It serves Streamable HTTP at http://127.0.0.1:<port>/mcp and needs nothing else installed.
Requirements
Godot 4.7 (the .NET build for the C# tools:
create_dotnet_project,build_dotnet,.csscripts)Linux or macOS (the generated Claude Code entry uses a POSIX shell
headersHelper)Claude Code with HTTP MCP servers
Related MCP server: Godot Universal MCP
Install the addon
From your Godot project's root, take the latest version from the default branch:
curl -fsSL https://github.com/voidrot/godot-mcp/archive/HEAD.tar.gz \
| tar -xz --strip-components=1 --wildcards '*/addons/godot_mcp/*'This replaces addons/godot_mcp/. Run it again to update. Then enable Godot MCP under Project > Project Settings > Plugins. On first load the addon picks a port between 6550 and 6649, saves it as godot_mcp/server/port, and writes an access token to .godot/godot_mcp/headers.json (inside .godot/, so it stays out of version control).
Connect Claude Code
In the editor, run Project > Tools > MCP: install agent skill / show config. It installs the agent skill into .claude/skills/godot-mcp/ and shows the .mcp.json entry to paste into the project's .mcp.json:
{
"mcpServers": {
"godot-editor": {
"type": "http",
"url": "http://127.0.0.1:6550/mcp",
"headersHelper": "cat '/abs/path/to/project/.godot/godot_mcp/headers.json'"
}
}
}Use the port your project shows. Accept the trust dialog when Claude Code starts, then claude mcp list should show godot-editor connected. The editor must be running for the tools to respond.
Tools
Project: get_project_info, get_project_settings, set_project_setting, install_agent_skill. Scenes and nodes: get_scene_tree, open_scene, create_scene, save_scene, add_node, delete_node, move_node, get_node_properties, update_property. Scripts: read_script, create_script, edit_script, validate_script. Jobs: run_headless, import_assets, build_dotnet, create_dotnet_project. Editor: get_editor_log, play_scene, stop_scene. addons/godot_mcp/SKILL.md documents each one, its values, errors and limits.
Development
bun install
bun run checkcheck runs Biome, the TypeScript check and the tests, which drive a real godot-mono --headless --editor. The Bun stdio server in src/ is the earlier v0 and is kept only as a test and conformance harness. Plans and design decisions are in docs/plans/.
License
MIT
This server cannot be deployed
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