Godot MCP Toolkit
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 ToolkitCapture a screenshot of the running game"
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 Toolkit
Godot MCP Toolkit is a practical MCP server for Godot 4 automation.
Project home: https://github.com/woyucbugongdaitian/godot-mcp-toolkit It combines safe headless project tools with an optional live Editor Bridge and Runtime Agent, so AI assistants can inspect, build, run, test, and iterate on Godot projects.
Highlights
Headless project automation — create projects and scenes, edit nodes and resources, write GDScript, run checks, capture screenshots, and execute automation tests.
Live editor control — bind one MCP conversation to one Godot editor for undoable scene edits, Inspector changes, selections, scripts, UI, 2D/3D authoring, animation, navigation, physics, audio, themes, plugins, and workspace controls.
Runtime remote control — inspect scene trees and properties, call methods, pause/resume/step, inject keyboard and pointer input, capture game views, query physics, and control AudioServer.
Runtime observability — poll watched property changes, Runtime Agent events, log cursors, and rolling frame metrics without opening another network service.
Stylized rendering helpers — configure 2D palette tinting or 3D filmic environments with ambient color, glow, fog, saturation, contrast, and brightness.
Related MCP server: Godot MCP
Quick Start
Requirements
Node.js 18 or later.
A Godot 4 executable. Set its path through
GODOT_BINorGODOT_PATH.
Install and build
npm.cmd install
npm.cmd run buildMCP configuration
{
"mcpServers": {
"godot-mcp-toolkit": {
"command": "node",
"args": ["E:/Tools/godot-mcp-toolkit/build/index.mjs"],
"env": {
"GODOT_PATH": "E:/Tools/Godot/Godot_v4.7-stable_win64.exe"
}
}
}
}Use projectPath with each tool call, or set GODOT_MCP_PROJECT for a default project.
Optional Live Editor and Runtime Control
Copy
godot/addons/godot_mcp_proto the target project'saddons/godot_mcp_prodirectory.Enable Godot MCP Toolkit in Project Settings → Plugins.
Set
GODOT_MCP_ENABLE_EDITOR_BRIDGE=1and, when needed,GODOT_MCP_TOOL_GROUPS=allin the MCP server environment.Reload Godot and the MCP client.
The plugin automatically registers the Runtime Agent as an autoload. Both the editor and runtime enforce a 90-second one-to-one conversation binding; release it with release_editor_binding or release_runtime_binding when finished.
Tool Groups
Group | Focus |
Project, scenes, nodes, scripts | Safe headless project automation and CI workflows |
Editor and advanced editor | Live Inspector, scene graph, Script Editor, 2D/3D, animation, navigation, physics, audio, themes, and workspace |
UI and effects | UI screens/components, particles, shaders, post-process, and stylized rendering |
Runtime | Remote game control, input, screenshots, metrics, property watches, physics, and audio |
Resources, performance, AI | Resource inspection, profiling, automated tests, and project context |
See Capabilities, Editor Bridge setup, Multi-project usage, Compatibility, and the Roadmap.
Development
npm.cmd run check
npm.cmd test
npm.cmd run buildThe test suite validates the MCP contract plus editor and runtime one-to-one binding behavior.
License
MIT. See LICENSE. This project is an independent community implementation; see NOTICE.md for attribution.
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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