Godot MCP
This server provides extensive AI-driven control over Godot Engine 4.x projects through 358 tools across 29 categories. Key capabilities include:
File & Project Management: Read/write project config, list/ search/ move/ delete files, manage autoloads, input actions, export presets, validate project health, and generate reports.
Scene Editing: Create, read, edit, and delete
.tscnscenes; add/remove/duplicate/rename/reparent nodes; modify properties, transforms, and collision shapes; connect/disconnect signals; batch-edit scenes; search nodes across scenes.Scripts & Shaders: Create, read, write, validate, and analyze GDScript, C#, and
.gdshader/.gdshaderincfiles; inject functions, signals, and exports; build and edit VisualShader graphs with 40+ node types.Resources: Create, read, and modify
.tresresources using 14 built-in templates for materials, animations, themes, physics materials, navigation meshes, environments, and more.Editor Control (123 tools): Control a running Godot editor: play/stop/pause project, set breakpoints, debug step, inspect scene tree, select nodes, save scenes, create/attach scripts, bake lightmaps/navigation, manipulate 3D viewport, and query ClassDB for live documentation. All scene mutations are registered on the native undo stack (Ctrl+Z reversible).
Runtime Game Control (11 tools): Inspect and manipulate a live running game: read/write node properties, call methods, emit signals, inject input, freeze/resume/step frames, capture screenshots.
Animation & Audio: Manage AnimationPlayer/AnimationTree tracks, keyframes, libraries; configure audio bus layouts, effects, and volumes.
Physics & Navigation: Create collision shapes, physics materials, joints (Pin, Hinge, Slider, etc.); create/inspect navigation meshes and links; handle VehicleBody3D and SoftBody3D.
Diff & Validation: Compare scenes, resources, scripts, animations, and config files; validate project integrity.
Asset Operations: Duplicate, delete, move, create files/directories with backup support.
Tool Discovery & Diagnostics:
search_toolsto find relevant tools,get_statusfor connectivity and error diagnostics.Engine Introspection: Query ClassDB for classes, methods, properties, signals, and built-in docs.
Transport & Modes: Supports stdio, SSE, and Streamable HTTP; optional read-only mode (
--read-only) that blocks all 164 write/side-effect tools; token authentication for HTTP.
Provides tools for interacting with Godot Engine projects, enabling AI agents to manage scenes, scripts, resources, animations, audio, and more within a Godot project.
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 MCPlist all scenes in the project"
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
The most complete MCP server for Godot Engine — 358 tools that give your AI assistant real hands inside your game project.
Godot MCP is a Model Context Protocol server that connects any AI assistant — Claude, Cursor, VS Code Copilot, Windsurf, Cline, Codex, Aider — directly to Godot Engine 4.x. Your AI stops guessing about your project and starts operating it.
📂 Reads and writes your project files natively —
.tscnscenes,.tresresources, GDScript, C#,.gdshader,project.godot. Custom parsers, no Godot process required, instant response.🎛️ Drives the live editor — select nodes, connect signals, author visual shaders, bake lightmaps, set breakpoints, step the debugger, run and stop the game.
↩️ Every scene edit is undoable — add, remove, rename, move, reparent, duplicate and instantiate all register on Godot's native undo stack. If the AI gets it wrong, Ctrl+Z puts it back.
🎮 Reaches inside the running game — inspect the live scene tree, call methods, inject input, freeze the game, step it one frame at a time, and screenshot the result. No other public Godot MCP does this.
🔎 Stays usable at scale —
search_toolsfinds the right tool out of 358,get_statustells you exactly what is connected, and every error returns a typed code plus a repair hint.
358 tools · 29 categories · 18 AI clients · 4 communication paths · one-command setup.
npx @yanhuifair/godot-mcp --enable-plugin -p .Requirement | |
Godot | 4.x (Godot 3 not supported) |
Node.js | >= 18 |
AI Client | Any MCP-compatible client (see Configuration) |
Why Godot MCP
Godot MCP | Other Godot MCP servers | |
Tool count | 358 across 29 categories | 16 – 156 |
Works without Godot running | ✅ Native | ⚠️ Usually needs a live editor |
Live editor control | ✅ 123 tools — play, debug, breakpoints, viewport, bake | Partial |
Undoable AI edits | ✅ Every scene mutation is one Ctrl+Z away — native | ❌ Edits are permanent |
Control the running game | ✅ 11 tools — live tree, method calls, input injection | ❌ None |
Deterministic frame stepping | ✅ | ❌ None |
Tool discovery for large catalogs | ✅ | ❌ None |
Error messages | ✅ Typed error code + actionable repair hint | Raw stack traces |
Transports | Stdio · SSE · Streamable HTTP | Usually stdio only |
Editor plugin install | ✅ One command, auto-enabled | Manual copy |
Engine introspection | ✅ Live ClassDB — classes, methods, properties, signals, docs | Rare |
If you have ever wanted to say "run the game, freeze it at the moment the player lands, and show me the collision state" — this is the server that can actually do it.
Related MCP server: Godot MCP server
Table of Contents
Quick Start
Two setup steps, about two minutes. You do not need to install anything globally, and you do not need to keep a terminal open — your AI client starts the server for you.
Before You Begin
You need | How to check |
Godot 4.x installed | Open Godot → the version shows in the title bar. (Godot 3 is not supported.) |
Node.js 18 or newer | Run |
An MCP-capable AI client | VS Code + Copilot, Cursor, Claude Desktop, Windsurf, Cline… see the full list. |
Step 1 — Install the Editor Plugin
Open a terminal, cd into your Godot project folder (the one containing project.godot), and run:
npx @yanhuifair/godot-mcp --enable-plugin -p .The
-p .means "this folder". You can also pass an absolute path from anywhere:npx @yanhuifair/godot-mcp --enable-plugin -p /Users/me/games/my-game
What this does: copies the plugin into addons/godot-mcp/ and switches it on inside project.godot. Nothing to click in Godot.
How to confirm it worked: you should now see an addons/godot-mcp/ folder in your project. If Godot is already open, reload the project (Project → Reload Current Project) so it picks up the plugin.
Only if you want the live editor and live game tools (play the scene, read the current selection, set breakpoints, bake lightmaps, freeze the running game…).
Over 220 of the 358 tools — everything that reads and writes .tscn, .tres, .gd, shaders, project settings, etc. — work without the plugin and without Godot even being open. If that's all you need, skip to Step 2.
Step 2 — Point Your AI Client at the Server
Create .vscode/mcp.json in your project root (this exact file works for VS Code / GitHub Copilot):
{
"mcpServers": {
"godot-mcp": {
"type": "stdio",
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
}
}
}Then restart your AI client so it reads the new config.
Using something else? The config file has a different name and location per client, but the
command/argspart is almost always identical. Copy-paste blocks for Cursor, Claude Desktop, Claude CLI, Windsurf, OpenAI Codex, Cline, Roo Code, Continue, Aider, Cody, Goose, Zed are in AI Client Configuration.
Step 3 — Verify and Start Chatting
Ask your AI:
"Run get_status"You should get back the tool count and whether the editor / runtime bridges are reachable. That means everything is wired up. Now try:
"List all scenes in the project"
"Find all CharacterBody2D nodes and tell me their collision layers"
"Run the game and take a screenshot"With 358 tools, the AI can't see them all at once — tell it to search_tools when it isn't sure what's available (e.g. "search_tools for animation").
Symptom | Fix |
Client shows no | Restart the client. Config files are only read on startup. |
| Node.js isn't installed or isn't on your |
| The |
Editor tools fail, file tools work | The plugin isn't installed/enabled. Re-run Step 1, then reload the project in Godot. |
| Godot isn't running, or the plugin isn't enabled. The server will try to launch Godot itself; if that fails, open the project in Godot manually and check Project → Project Settings → Plugins → Godot MCP is enabled. |
| The editor received the command but refused it — usually a wrong node path, a property that doesn't exist on that node type, or an invalid target. The message carries Godot's own reason. Use |
AI made a scene edit you don't want | Press Ctrl+Z in Godot, or call |
Godot binary not found | Set the |
What You Can Do
Godot MCP provides comprehensive coverage of the Godot 4.x engine through 358 tools in 29 categories.
Quick Demo
# One command to set up everything
npx @yanhuifair/godot-mcp --enable-plugin -p .
# Then ask your AI:
> "Create a 2D platformer scene with a CharacterBody2D player"
> "Add a Timer node, connect its timeout signal, write the handler"
> "Create a metallic PBR material and apply it to all MeshInstance3D nodes"
> "Set up an audio bus with reverb, set SFX volume to -6dB"
> "Set a breakpoint at line 42, run the game, step through the debugger"Feature Overview
Category | Tools | Description |
Editor | 123 | Live editor control — select, play, undo, save, breakpoints, file ops, performance |
Project | 21 | Config, input map, file ops, autoloads, validation, unused assets |
Scene | 22 | Scene CRUD — nodes, signals, transforms, collision, sprites |
Script + Shader | 21 | GDScript/Shader CRUD, structure analysis, code injection, validation |
Domain | 14 | Curve, Gradient, Path, Skeleton, ReflectionProbe, MultiMesh, NoiseTexture |
Animation | 10 | AnimationPlayer/AnimationTree — tracks, keyframes, parameters |
Godot Engine | 9 | Engine detection, launch editor, run/export project, screenshot |
Coverage | 18 | Mesh primitives, 2D lights, vehicles, spring arm, decal, occluder, grid map |
Node Inspectors | 8 | CharacterBody, AnimatedSprite, Audio, Video, Parallax, RichText, Container, Tab |
Resource | 8 | .tres CRUD, PBR materials, themes, 14 templates |
Audio | 7 | Audio bus layout, effects, volume |
Shader Graph | 8 | VisualShader graph — 40+ node types, connections, parameters |
Utility | 9 | Signal catalog, StyleBox, AtlasTexture, popup listing, cohesion report |
Rendering | 5 | MeshInstance, Viewport, Area, RayCast/ShapeCast |
Environment | 6 | Environment read/write, presets |
Inspector | 5 | Camera, Light, Particle node inspection |
Physics | 5 | PhysicsMaterial CRUD, collision layers |
Import | 3 | .import file read/write |
TileMap | 5 | TileSet resources, TileMapLayer inspection |
Navigation | 6 | NavigationRegion, NavigationMesh |
Translation | 5 | CSV/PO translation files |
Joints | 5 | Physics joints — create, configure, list |
UID | 4 | File UID query, batch update, missing UID detection |
2D Geometry | 4 | CollisionPolygon2D, shape point editing |
Diff | 5 | Scene and resource comparison |
Texture | 4 | Texture import/read/write, atlas, noise |
Extension/World/C# | 5 | GDExtension, C#, World3D, CSProj |
Meta / Introspection | 2 | Tool search (search_tools) + system diagnostics (get_status) |
Runtime (game) | 11 | Control the running game — tree, properties, methods, signals, input, freeze/step, screenshot |
Total: 358 tools across 29 categories
Core Capabilities in Detail
Project Management
Read and write project.godot settings, input maps, autoload singletons, and export presets. Perform file operations (list, search, move, delete with .bak backups), validate project health, detect unused assets, and generate comprehensive project reports.
Scene Editing
Full CRUD on .tscn scene files. Add, delete, modify, clone, and rename nodes. Edit node properties, transforms (position/rotation/scale), collision shapes, and sprite textures. Connect and disconnect signals between nodes. Search nodes across scenes by type, property, group, or signal.
Scripting & Shaders
Read, write, and create GDScript, C#, and .gdshader files. Analyze script structure (class names, signals, exported variables, functions). Inject functions, signals, and @export variables into existing scripts. Validate GDScript for common syntax issues. Validate and compile shaders. Manage VisualShader graphs — add, remove, connect, and configure nodes.
Resource Management
Read, write, and create .tres resource files with 14 built-in templates (StandardMaterial3D, ShaderMaterial, ORMMaterial3D, CanvasItemMaterial, and more). Inspect and modify PBR material parameters. Read Theme resources with properties grouped by type.
Animation Pipeline Complete AnimationPlayer and AnimationTree support: list animations, read tracks and keyframes, create new animations, add/remove tracks, set keyframes at specific times, configure animation libraries, and inspect AnimationTree state machines.
Audio Configuration Read, create, and modify audio bus layouts. Add and remove audio buses, attach effects (14 types: Reverb, Delay, Chorus, Compressor, and more), and set bus volume in dB.
Physics & Collision Inspect VehicleBody3D, SoftBody3D, and physics materials. Create collision shapes. Read collision layer and mask configuration from project settings. Create physics joints (PinJoint, HingeJoint, SliderJoint, and more).
Rendering & Environment Inspect MeshInstance3D, Viewport, Area, and RayCast nodes. Create and configure Environment resources (4 presets). Manage 2D lights, decals, and occluders. Read 3D mesh primitives (Box, Sphere, Capsule, Cylinder, Torus, and more).
Live Editor Control (123 tools) Interact with the running Godot editor in real time over a TCP or stdio bridge: select nodes, run/stop/pause the project, undo/redo, save scenes, create and attach scripts, set breakpoints, step the debugger, evaluate expressions, control the 3D viewport camera, bake lightmaps and navigation meshes, manage plugins, and simulate key presses.
Live Game Runtime Control (11 tools)
Go beyond the editor and reach into the actually running game. Inspect the live scene tree with real positions, read and write node properties at runtime, call arbitrary methods, emit signals, inject keyboard input, and — the headline feature — runtime_freeze the game, runtime_step forward an exact number of frames, and runtime_screenshot the result. This makes AI-driven gameplay debugging deterministic and reproducible.
Visual Shader Graphs Create and modify VisualShader graphs programmatically. Add nodes from a catalog of 40+ types (constants, math operations, textures, inputs), connect node ports, set node parameters, and list available node types with their default input/output configurations.
Engine Introspection (ClassDB) Query the live engine's ClassDB: list all classes, inspect methods, properties, and signals of any Godot type, read built-in class documentation, and search the help system. The AI works from ground truth instead of hallucinating APIs.
TileMap, Navigation & Translation Inspect TileSet resources and TileMapLayer nodes. List and read NavigationRegion nodes, create NavigationMesh resources. Read and create CSV/PO translation files with search support.
Architecture
System Overview
MCP Protocol (stdio/SSE/Streamable HTTP)
+-----------------+ +------------------+
| AI Client |<-------------------------------------->| Godot MCP Server |
| (VS Code/Cursor | | (TypeScript) |
| Claude/etc.) | | |
+-----------------+ | +-------------+ |
| | Tool Registry| |
| | (358 tools) | |
| +------+------+ |
| | |
| +----v-----+ |
File I/O (direct) | | Parsers | |
+------------------+<-------------------------------------->| | .tscn | |
| Godot Project | | | .tres | |
| Files on Disk | | | .godot | |
| (.tscn/.tres/.gd)| | +----------+ |
+------------------+ | |
| +-------------+ |
stdin/stdout (spawned process) | | Godot CLI | |
+------------------+<-------------------------------------->| | (spawn/edit) | |
| Godot Editor | | +-------------+ |
| (GDScript addon) | +------------------+
| TCP port 9876 |
| 102 commands |
+------------------+Communication Paths
The server uses four distinct communication paths depending on the operation:
Direct File I/O — For file-based tools (read_scene, write_script, create_resource, etc.), the server reads and writes Godot project files directly on disk using custom parsers. No Godot process is required. This is the fastest path.
Godot CLI — For engine operations (launch_editor, run_project, export_project, get_godot_version), the server spawns Godot as a subprocess and communicates via command-line arguments and stdout/stderr.
Editor Bridge (dual-mode) — For live editor tools (editor_get_selection, editor_play, editor_set_breakpoint, etc.), the MCP server communicates with a running Godot editor instance. Two modes are supported:
TCP mode (default): Connects to an already-running Godot on
localhost:9876. The editor plugin listens on this port.Stdio mode (fallback): Spawns Godot as a child process with
--editor --path <project>, setsMCP_STDIO=true, and communicates via stdin/stdout using JSON-RPC with a__MCP__:marker prefix. This mode auto-starts and auto-restarts Godot as needed.
Live-Game Runtime Bridge — For runtime tools (
runtime_*, e.g.runtime_get_tree,runtime_set_node,runtime_step), the MCP server talks to a small autoload running inside your played game on127.0.0.1:9877. The autoload (addons/godot-mcp/runtime_bridge.gd, namedgodot_mcp_runtime) is added to your project and listens only on loopback. This lets the AI inspect and mutate the live scene tree, inject input, pause/resume, deterministically step frames, and screenshot the running game — a tier no other public Godot MCP offers out of the box.
Project Structure
godot-mcp/
├── src/
│ ├── index.ts # CLI entry point, argument parsing, transport dispatch
│ ├── server.ts # MCP server factory, tool registration, request routing
│ ├── tools/ # 29 tool handler files (one per category)
│ │ ├── register.ts # Centralized registration (358 tools)
│ │ ├── project.ts # Project management tools
│ │ ├── scene.ts # Scene editing tools
│ │ ├── script.ts # Script and shader tools
│ │ ├── editor.ts # Live editor bridge (TCP + stdio, persistent connection)
│ │ ├── resource.ts # Resource/material/theme tools
│ │ ├── godot.ts # Godot engine control
│ │ ├── animation.ts # Animation pipeline
│ │ ├── audio.ts # Audio bus management
│ │ ├── scene_inspectors.ts # 2D lights, vehicles, spring arm, etc.
│ │ ├── mesh.ts # 3D mesh primitives
│ │ ├── shader_graph.ts # VisualShader graph editing
│ │ └── ... (16 more files: domain, physics, navigation, joints, etc.)
│ ├── parsers/
│ │ ├── scene_parser.ts # .tscn file parser (sections, nodes, connections)
│ │ ├── resource_parser.ts # .tres file parser
│ │ ├── config_parser.ts # project.godot INI parser
│ │ └── parser_helpers.ts # Shared utilities (quote handling, bracket balancing)
│ ├── transports/
│ │ ├── stdio.ts # Stdio transport (default, for local AI clients)
│ │ └── http-server.ts # SSE + Streamable HTTP transport
│ └── utils/
│ ├── types.ts # TypeScript type definitions
│ ├── file_utils.ts # File system operations with path traversal protection
│ ├── godot_cli.ts # Godot binary detection, process management
│ ├── registry.ts # ToolRegistry class with sorted listing
│ ├── errors.ts # Structured error codes
│ └── cache.ts # TTL-based file cache for parsed documents
├── addons/
│ └── godot-mcp/ # Godot editor plugin
│ ├── plugin.cfg # Plugin metadata
│ └── plugin.gd # stdin reader, TCP server, 102 command handlers
├── test/ # Vitest suite (197 tests: 127 runnable + 70 integration requiring a live Godot project) + legacy .mjs suites
│ ├── test_all.mjs # Legacy standalone suite (176 tool checks)
│ ├── test_editor.mjs # Legacy editor bridge TCP tests
│ ├── test_runner.mjs # Early integration test runner
│ ├── tools.test.ts # Vitest tool handler tests
│ ├── parsers.test.ts # Vitest parser tests
│ ├── structural.test.ts # Vitest structural tests
│ ├── integration_mcp_test.test.ts # Vitest integration tests
│ ├── server_normalization.test.ts # Vitest parameter-normalization tests
│ ├── scene_format.test.ts # .tscn/.tres on-disk format contract (round-trip, hierarchy, ids)
│ ├── addon_bridges.test.ts # GDScript bridge invariants (reserved names, poll(), return types)
│ ├── editor_error_surface.test.ts # Editor error tagging + undo/redo addon invariants
│ ├── fixtures/ # Test fixture files (.tscn, .tres, .gd)
│ └── test-project/ # Standalone Godot test project
├── scripts/
│ └── sync-addons.js # Post-build: syncs addons to target Godot project
├── package.json
└── tsconfig.jsonImplementation Principles
File-Based Parsing
All Godot file formats (.tscn, .tres, project.godot) are parsed directly in TypeScript using custom parsers. This eliminates the need to launch Godot for file operations, making reads and writes near-instantaneous.
Scene parser (parsers/scene_parser.ts):
Parses all
.tscnsections:[gd_scene],[ext_resource],[sub_resource],[node],[connection]Handles multi-line property values with balanced bracket/quote detection
Builds node hierarchy trees from parent references
Supports round-trip serialization for safe edits
Resource parser (parsers/resource_parser.ts):
Parses
.trestext resources with section-based structureDetects binary
.resfiles viaGDROMmagic header (returns unsupported error)Extracts header, external resources, sub-resources, and main resource properties
Config parser (parsers/config_parser.ts):
Parses INI-style
project.godotand.cfgfilesHandles multi-line values with indentation-based continuation
Preserves comments for round-trip editing
Dual-Mode Editor Bridge
The editor plugin (addons/godot-mcp/plugin.gd) implements 102 command handlers that wrap Godot's EditorInterface API. Communication uses JSON-RPC 2.0 over two channels:
TCP mode (port 9876): When Godot is running independently, the plugin accepts TCP connections on
127.0.0.1only (never the LAN). This is the preferred mode for interactive development. SetGODOT_MCP_TOKEN(or the project settinggodot_mcp/auth_token) to require anauthhandshake per connection.Stdio mode: When the MCP server spawns Godot as a child process (
godot --editor --path <project>), the plugin reads JSON-RPC requests from stdin and writes responses to stdout with a__MCP__:prefix marker. The server filters for these markers to distinguish JSON-RPC from Godot's standard output.
The bridge auto-detects which mode to use: it first attempts a rapid TCP health check (800ms timeout), and falls back to spawning Godot if no existing instance is found. If the spawned process exits unexpectedly, it auto-restarts up to 3 times.
Parameter Normalization
To accommodate AI clients that may use either snake_case or camelCase parameter naming, the server automatically normalizes 30+ common parameter names to the snake_case keys its Zod schemas expect (projectPath -> project_path, scenePath -> scene_path, etc.) before validation. The advertised inputSchema always uses snake_case, so snake_case inputs pass through unchanged.
Safety Guarantees
Path traversal protection: All file operations validate that resolved paths stay within the project root
Automatic backups: Write operations on script and scene files create
.bakbackup copiesRead-only mode:
--read-only(orGODOT_MCP_READ_ONLY=true) rejects the 164 write/side-effect tools (write_, create_, delete_, move_, set_, edit_, editor_* mutations, run/export/launch, …) via a maintained whitelist — they are hidden fromtools/listand blocked with aREAD_ONLYerror if called directlyTCP only on loopback: The editor plugin's TCP bridge binds
127.0.0.1only, never the LANOptional token auth: Set
GODOT_MCP_TOKENto require a bearer token on HTTP (/mcp,/sse) and anauthhandshake on the plugin TCP bridge; non-loopback HTTP binds are refused without itUndoable editor mutations: Every scene-changing editor command (
editor_add_node,editor_remove_node,editor_set_node_properties,editor_rename_node,editor_move_node,editor_move_node_3d,editor_reparent_node,editor_duplicate_node,editor_delete_selected,editor_instantiate_scene, …) is committed through Godot's nativeEditorUndoRedoManager, so a single Ctrl+Z (oreditor_undo) reverts what the AI just didStructured errors: Tool failures return structured
{ content, isError: true }responses; privileged paths carry typed error codes (READ_ONLY,EDITOR_NOT_REACHABLE,EDITOR_COMMAND_FAILED,NOT_FOUND, …). Engine-side failures are never reported as success — if the editor rejects a command, the tool surfacesEDITOR_COMMAND_FAILEDwith the engine's own message
Transport Modes
Godot MCP supports three transport protocols. Choose based on your client and deployment needs.
Mode | Protocol | Use Case | Default |
Stdio | Standard I/O (stdin/stdout) | Local AI clients (VS Code, Claude Desktop, Cursor, Windsurf) | Yes |
SSE | Server-Sent Events over HTTP | Older MCP clients, web-based clients, remote access | |
Streamable HTTP | MCP 2025 Streamable HTTP | Modern MCP clients, production deployments, remote access |
Stdio (default)
JSON-RPC communication over standard I/O (stdin/stdout). Ideal for local development — no network configuration needed.
npx @yanhuifair/godot-mcp -p /path/to/your/godot/projectSSE (Server-Sent Events)
HTTP-based transport using SSE for server-to-client streaming. Compatible with older MCP clients.
npx @yanhuifair/godot-mcp -t sse --port 3000 -p /path/to/your/godot/projectOption | Description | Default |
| Enable SSE transport mode | — |
| HTTP listen port |
|
| Bind address (use |
|
Client config:
{
"mcpServers": {
"godot-mcp": {
"url": "http://127.0.0.1:3000/sse"
}
}
}Streamable HTTP (MCP 2025)
Modern HTTP transport based on the MCP 2025 spec. Supports session management, reconnection with resume, and both stateful and stateless modes.
npx @yanhuifair/godot-mcp -t streamable-http --port 3000 -p /path/to/your/godot/projectEndpoints:
Method | Path | Purpose |
|
| Establish SSE stream (supports |
|
| Send JSON-RPC requests/notifications |
|
| Close session |
Client config:
{
"mcpServers": {
"godot-mcp": {
"url": "http://127.0.0.1:3000/mcp",
"transportType": "streamable-http"
}
}
}All Transports Simultaneously
npx @yanhuifair/godot-mcp -t all --port 3000 -p /path/to/your/godot/projectStarts: Stdio + SSE (/sse) + Streamable HTTP (/mcp) + Health Check (/health)
curl http://127.0.0.1:3000/health
# {"status":"ok","version":"1.10.0","projectRoot":"/path/to/project","endpoints":{...}}Installation
Read this first. In normal use you never launch this server yourself — your AI client launches it in the background using the
commandfrom its config file. The commands below are for installing the package and for manual/advanced runs (HTTP transports, debugging, CI).
Which method should I use?
Method | Best for | Trade-off |
npx (recommended) | Almost everyone | Nothing to install; always fetches the latest version. Tiny delay on first run. |
Global install | Slow/offline networks, pinning a version, using a bare | You must run |
From source | Contributing, or you need an unreleased change | You have to rebuild after every |
Option A — npx (recommended, nothing to pre-install)
npx -y @yanhuifair/godot-mcp -p /path/to/your/godot/projectnpx downloads the package on demand and caches it. This is exactly what the config snippets in AI Client Configuration use, so if you follow the Quick Start there is no separate install step at all — -y just skips the "install this package?" prompt.
Option B — Global install
npm install -g @yanhuifair/godot-mcp
# then run it by name anywhere
godot-mcp -p /path/to/your/godot/projectIf you install globally, change your client config from "command": "npx" to "command": "godot-mcp" and drop the -y and package name from args:
{ "command": "godot-mcp", "args": ["-p", "."] }Update later with npm update -g @yanhuifair/godot-mcp.
Option C — From source
git clone https://github.com/yanhuifair/Godot-MCP.git
cd Godot-MCP
npm install
npm run build # compiles TypeScript into dist/
node dist/index.js -p /path/to/your/godot/projectPoint your client at the built entry file:
{ "command": "node", "args": ["/absolute/path/to/Godot-MCP/dist/index.js", "-p", "."] }Command-Line Options
Flag | What it does |
| Your Godot project folder — the one containing |
| Path to the Godot executable. Auto-detected if omitted (see the detection order below). |
| Copy the editor plugin into |
| Copy the plugin files only — you enable it yourself in Godot's Plugins tab. |
| Safe mode: rejects the 164 tools that write files or cause side effects. Great for letting an AI explore an unfamiliar project. |
|
|
| HTTP port for |
| HTTP bind address. Default |
| Disable an individual endpoint when running |
| Print all options and sample client configs. |
# a few real examples
npx @yanhuifair/godot-mcp --enable-plugin -p . # one-time setup for a project
npx @yanhuifair/godot-mcp -p . --read-only # let the AI look, not touch
npx @yanhuifair/godot-mcp -p . -t streamable-http --port 8080Environment Variables
Variable | Description |
| Path to Godot binary (optional, auto-detected) |
|
|
| Auth token. HTTP: required when binding a non-loopback host. Plugin TCP bridge: enables the |
| Path to test project for integration tests |
| Target project for the |
|
|
Godot auto-detection order: GODOT_PATH -> /Applications/Godot.app -> PATH -> snap/flatpak -> Windows Program Files
Security note: The MCP server can read/write your project files, run GDScript, and export builds. When using HTTP transports, always set
GODOT_MCP_TOKEN— the server refuses to bind a non-loopback address without it, and loopback-only access is strongly recommended anyway.
AI Client Configuration
Godot MCP is a plain stdio MCP server — anything that speaks MCP can drive it. Below are step-by-step setups for the most popular AI agents, IDEs and CLIs.
In a hurry? Nearly every client wants the same six lines of JSON. Copy the universal snippet, drop it into the file listed for your client, restart, then ask the AI to run
get_status. Done.
Pick Your Client
Client | Where the config lives | Top-level key |
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| |
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| |
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| |
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| |
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AI panel → MCP (UI) |
| |
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Settings → AI Assistant → MCP |
| |
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Settings → MCP servers (UI) |
| |
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— | see below |
The Universal Snippet
This is the config ~80% of clients accept verbatim:
{
"mcpServers": {
"godot-mcp": {
"type": "stdio",
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
}
}
}What each part means:
Field | Why it's there |
| The name your AI will see. Rename it freely — nothing depends on it. |
| The server runs as a local child process. Some clients omit this field entirely; both are fine. |
| On Windows, if you hit |
| Skips npx's "install this package?" prompt. Without it the server hangs on first run. |
| Your Godot project folder. |
When to use . and when to use a full path:
Editors that open a folder (VS Code, Cursor, Windsurf, Zed, Trae, JetBrains) launch the server inside that folder →
"."works, and the config stays portable across machines.Desktop apps and global CLIs (Claude Desktop, Cherry Studio, a user-scope Claude Code entry) have no project folder → use an absolute path like
"/Users/you/Games/MyGame"or"C:/Users/you/Games/MyGame".Windows: always use forward slashes (
C:/Users/...) or escaped backslashes (C:\\Users\\...) in JSON.
Two useful variants:
// Read-only — the AI can inspect everything but cannot modify a single file
"args": ["-y", "@yanhuifair/godot-mcp", "-p", ".", "--read-only"]
// Pin the Godot binary when auto-detection fails
"env": { "GODOT_PATH": "/Applications/Godot.app/Contents/MacOS/Godot" }Claude Code
1. Register the server. Run this from inside your Godot project folder:
cd /path/to/your/godot/project
claude mcp add godot-mcp -- npx -y @yanhuifair/godot-mcp -p .Everything after -- is the command Claude Code will spawn. The -- separator is required — without it Claude Code eats the -y and -p flags as its own.
2. Pick a scope (optional — the default is fine for one project):
Command | Stored in | Who gets it |
|
| Just you, just this project |
|
| Everyone who clones the repo — commit this |
|
| You, in every project (use an absolute |
Adding an environment variable:
claude mcp add godot-mcp -e GODOT_PATH=/Applications/Godot.app/Contents/MacOS/Godot \
-- npx -y @yanhuifair/godot-mcp -p .3. Verify. Start claude, then type /mcp. You should see godot-mcp with a connected status. Press Enter on it to browse the 358 tools.
4. First prompt:
Run
get_statusand tell me what the Godot MCP server can currently reach, then list every scene in the project.
Managing it later:
claude mcp list # all registered servers + connection status
claude mcp get godot-mcp # full details of one server
claude mcp remove godot-mcp # unregisterIf you used
-s project, Claude Code will ask you to approve.mcp.jsonthe first time you open the project. That's a security prompt, not an error — answer yes.
Cursor
1. Create the config. Project-level is best — it travels with the repo:
.cursor/mcp.json in your Godot project root:
{
"mcpServers": {
"godot-mcp": {
"type": "stdio",
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
}
}
}Prefer it everywhere? Use ~/.cursor/mcp.json (Windows: %USERPROFILE%\.cursor\mcp.json) with an absolute -p path instead.
You can also let Cursor create the file for you: Settings → Tools & Integrations → Add Custom MCP.
2. Verify. Open Cursor Settings → Tools & Integrations. godot-mcp should appear with a green dot and a tool count. Cursor hot-reloads this file, so no restart is needed — if the dot is red, click the refresh icon and check the JSON for a trailing comma.
3. Switch the chat to Agent mode (Cmd/Ctrl+I). Ask mode cannot call tools.
4. First prompt:
Use
search_toolsto find the tileset tools, then tell me which TileSets exist in this project.
Tool limit warning: Cursor only sends ~40–80 tools to the model at a time. Godot MCP ships 358. Keep
search_toolsin your rules file (see Make Your Agent Use the Tools Well) so the model looks a tool up instead of hallucinating one.
VS Code / GitHub Copilot
1. Create .vscode/mcp.json in your Godot project root. Note that VS Code's own key is servers, not mcpServers:
{
"servers": {
"godot-mcp": {
"type": "stdio",
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
}
}
}Shortcut: run MCP: Add Server… from the Command Palette (Cmd/Ctrl+Shift+P) and pick Command (stdio) — VS Code writes the file for you.
2. Start it. VS Code shows a small Start codelens directly above the "godot-mcp" line in the JSON. Click it. (Or run MCP: List Servers → godot-mcp → Start Server.)
3. Switch Copilot Chat to Agent mode. Open Chat (Cmd/Ctrl+Shift+I), then choose Agent in the mode dropdown. Ask and Edit modes don't call MCP tools.
4. Verify. Click the tools icon (🛠) in the chat input — godot-mcp should be listed. If you see "0 tools", run MCP: List Servers → godot-mcp → Show Output to read the startup log.
5. First prompt:
#godot-mcp Run get_status, then list all scenes.
Team tip: commit
.vscode/mcp.json. Everyone who clones the repo gets the server automatically — VS Code just asks each person to trust it once.User-level instead: Command Palette →
MCP: Open User Configuration, and use an absolute-ppath.
Codex CLI (OpenAI)
1. Add the server with the built-in command (writes ~/.codex/config.toml for you):
codex mcp add godot-mcp -- npx -y @yanhuifair/godot-mcp -p .Or edit ~/.codex/config.toml by hand — note this is TOML, not JSON:
[mcp_servers.godot-mcp]
command = "npx"
args = ["-y", "@yanhuifair/godot-mcp", "-p", "."]
startup_timeout_sec = 30
[mcp_servers.godot-mcp.env]
GODOT_PATH = "/Applications/Godot.app/Contents/MacOS/Godot"startup_timeout_sec matters here: npx may need to download the package on the very first run, which can exceed Codex's default startup window.
2. Verify:
codex mcp list3. Use it — always launch Codex from inside the Godot project so -p . resolves correctly:
cd /path/to/your/godot/project
codex # interactive
codex exec "Run get_status and list all scenes" # one-shotGemini CLI (Google)
1. Add the server:
cd /path/to/your/godot/project
gemini mcp add godot-mcp npx -y @yanhuifair/godot-mcp -p .Default scope is project → written to .gemini/settings.json. Add -s user to write ~/.gemini/settings.json instead (then use an absolute -p path).
Equivalent hand-written config:
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."],
"timeout": 600000,
"trust": false
}
}
}trust: trueskips the per-call confirmation prompt. Convenient, but it also means the AI can write files without asking — pair it with--read-onlyif you want a safety net.includeTools/excludeToolsaccept arrays of tool names if you want to hand the model a curated subset instead of all 358.
2. Verify. Run gemini, then /mcp — it lists connected servers and their tools. gemini mcp list works outside a session.
3. First prompt:
Call get_status, then use search_tools to find animation-related tools.
Windsurf
1. Open the config. Either click Cascade → the hammer icon → Configure, or edit the file directly:
macOS/Linux:
~/.codeium/windsurf/mcp_config.jsonWindows:
%USERPROFILE%\.codeium\windsurf\mcp_config.json
{
"mcpServers": {
"godot-mcp": {
"type": "stdio",
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "/path/to/your/godot/project"]
}
}
}This file is global, so give it an absolute project path.
2. Refresh. Back in Cascade, click the hammer icon → Refresh. godot-mcp should turn green.
3. First prompt (Cascade is Cmd/Ctrl+L):
Run get_status, then read the main scene.
Cline (VS Code Extension)
1. Open Cline's MCP settings — don't hunt for the file, use the UI: click the Cline icon in the sidebar → MCP Servers (the server rack icon at the top) → Installed tab → Configure MCP Servers. That opens cline_mcp_settings.json.
macOS:
~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.jsonWindows:
%APPDATA%\Code\User\globalStorage\saoudrizwan.claude-dev\settings\cline_mcp_settings.jsonLinux:
~/.config/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json
2. Add the entry:
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "/path/to/your/godot/project"],
"disabled": false,
"autoApprove": []
}
}
}autoApprove takes tool names that should run without a confirmation click — e.g. ["get_status", "search_tools", "list_scenes"] for read-only convenience.
3. Restart. Cline usually reloads on save; if not, click Restart Server next to godot-mcp in the MCP Servers panel. Wait for the dot to go green.
4. First prompt in Plan or Act mode:
Run get_status and summarize this Godot project's structure.
Roo Code (VS Code Extension)
Roo Code supports both a project file and a global file — the project file wins on conflicts.
1a. Project-level (recommended): create .roo/mcp.json in your Godot project root:
{
"mcpServers": {
"godot-mcp": {
"type": "stdio",
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
}
}
}1b. Global: Roo Code panel → MCP icon → Edit Global MCP (file lives at …/globalStorage/rooveterinaryinc.roo-cline/settings/mcp_settings.json). Use an absolute -p path there.
2. Enable it. In the Roo Code MCP panel, make sure the godot-mcp toggle is on and the status dot is green. Hit the refresh icon if it isn't.
3. First prompt:
Use search_tools to find shader tools, then list every .gdshader file.
Trae
Trae has two steps most people miss: adding the server and attaching it to an agent.
1. Add the server. Open the AI side panel → Settings (gear) → MCP → Add → Add manually (or Import from JSON), then paste:
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
}
}
}Wait for the status to become Connected/available before continuing.
2. Attach it to an agent. This is the step that trips people up — Trae agents only see MCP servers you explicitly grant them. Go to Agents → create or edit an agent → Tools → tick godot-mcp, then save.
3. Select that agent in the chat's agent dropdown.
4. First prompt:
Run get_status, then list all scenes in this project.
If the tools never fire, check MCP → godot-mcp → View logs — Trae surfaces the raw stdio startup output there.
Zed
1. Add a local server. Either use the UI — Settings → AI → MCP Servers → Add Server → Add Local Server — or run zed: open settings file from the Command Palette and add:
{
"context_servers": {
"godot-mcp": {
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."],
"env": {}
}
}
}Zed calls MCP servers context servers — the key is context_servers, not mcpServers. Everything else is the same.
2. Verify. Go back to Settings → AI → MCP Servers. The dot next to godot-mcp should be green with the tooltip "Server is active".
3. First prompt in the Agent Panel:
Use the godot-mcp tools: run get_status, then list the scenes.
Mentioning the server by name meaningfully improves tool-selection accuracy in Zed. For guaranteed usage, create an agent profile that turns off the built-in tools and leaves only
godot-mcpon.
JetBrains IDEs (Rider, IntelliJ, GoLand…)
Relevant if you write C# in Rider against a Godot project. Requires a 2025.1+ IDE with the AI Assistant plugin (Junie shares the same MCP config).
1. Open Settings/Preferences → Tools → AI Assistant → Model Context Protocol (MCP).
2. Click +, switch the dialog to As JSON, and paste:
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
}
}
}If your IDE launches processes without your shell's PATH, replace "npx" with the absolute path (which npx / where npx).
3. Apply, then wait for the row to report a tool count instead of an error.
4. Use it in the AI Assistant chat with Codebase/Agent mode enabled — plain chat mode does not call tools.
OpenCode
1. Create opencode.json in your project root (or ~/.config/opencode/opencode.json for all projects):
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"godot-mcp": {
"type": "local",
"command": ["npx", "-y", "@yanhuifair/godot-mcp", "-p", "."],
"enabled": true,
"timeout": 30000
}
}
}Two OpenCode-specific gotchas:
commandis a single array, notcommand+args.The default tool-discovery
timeoutis 5000 ms. Listing 358 tools plus a coldnpxdownload regularly blows past that — bump it to30000as shown or the server will silently show zero tools.
2. Verify. Start opencode in that folder. The MCP server appears at startup; tools are namespaced godot-mcp_*.
3. First prompt:
use godot-mcp to run get_status and list all scenes
Claude Desktop
1. Edit the config file:
macOS:
~/Library/Application Support/Claude/claude_desktop_config.jsonWindows:
%APPDATA%\Claude\claude_desktop_config.jsonLinux:
~/.config/Claude/claude_desktop_config.json
Easier route: Settings → Developer → Edit Config opens the file directly.
{
"mcpServers": {
"godot-mcp": {
"command": "npx",
"args": ["-y", "@yanhuifair/godot-mcp", "-p", "/path/to/your/godot/project"]
}
}
}Claude Desktop has no project folder, so the absolute path is mandatory.
2. Fully quit and relaunch. Not "close the window" — quit the app (Cmd+Q / tray → Exit). Claude Desktop reads this file only at startup.
3. Verify. A tools icon appears in the chat input showing the tool count. If it's missing, check the log: ~/Library/Logs/Claude/mcp-server-godot-mcp.log (macOS) or %APPDATA%\Claude\logs\ (Windows).
4. First prompt:
Get the Godot version and list all scenes in my project.
Continue
Continue (VS Code + JetBrains) reads ~/.continue/config.yaml:
mcpServers:
- name: godot-mcp
command: npx
args:
- "-y"
- "@yanhuifair/godot-mcp"
- "-p"
- "/path/to/your/godot/project"Older Continue installs use ~/.continue/config.json with a mcpServers array instead — check which file exists before editing. Save, then reopen the Continue panel; tools are discovered automatically. MCP tools only fire in Agent mode.
Cherry Studio
Popular cross-platform desktop MCP client, fully GUI-driven.
Settings → MCP Servers → Add Server → Quick create.
Name:
godot-mcp· Type: STDIO · Command:npxArguments — one per line, not space-separated:
-y @yanhuifair/godot-mcp -p /path/to/your/godot/projectSave and toggle the server on. A green indicator plus a tool count means it's live.
In a chat, enable the MCP server via the toolbox icon under the input box, then ask it to run
get_status.
Import from JSON also works — paste the universal snippet with an absolute
-ppath.
Goose
Interactive (recommended):
goose configure
# → Add Extension → Command-line Extension
# Name: godot-mcp
# Command: npx -y @yanhuifair/godot-mcp -p /path/to/your/godot/project
# Timeout: 300Or edit ~/.config/goose/config.yaml directly:
extensions:
godot-mcp:
name: godot-mcp
type: stdio
cmd: npx
args:
- "-y"
- "@yanhuifair/godot-mcp"
- "-p"
- "/path/to/your/godot/project"
enabled: true
timeout: 300Goose calls MCP servers extensions and uses cmd, not command. Restart Goose, then run /mcp to confirm the connection.
Aider
Aider's MCP support is version-dependent — run aider --help | grep -i mcp first to see which flags your build has.
# Point Aider at a standard MCP JSON file
aider --mcp-servers-file ./mcp.json
# Or inline
aider --mcp-servers '{"mcpServers":{"godot-mcp":{"command":"npx","args":["-y","@yanhuifair/godot-mcp","-p","."]}}}'./mcp.json is just the universal snippet. Persist it in .aider.conf.yml:
mcp-servers-file: ./mcp.jsonAny Other MCP Client
If your client accepts a local command, give it:
command: npx
args: -y @yanhuifair/godot-mcp -p /path/to/your/godot/projectIf your client only accepts a URL (n8n, Dify, browser-based agents, hosted connectors), run the server yourself and point the client at the HTTP endpoint:
export GODOT_MCP_TOKEN="$(openssl rand -hex 32)" # required for non-loopback binds
npx -y @yanhuifair/godot-mcp -p /path/to/your/godot/project -t all --port 3000Endpoint | URL |
Streamable HTTP (MCP 2025) |
|
SSE (legacy clients) |
|
Health check |
|
See Transport Modes for the full details.
Make Your Agent Use the Tools Well
358 tools is more than most models can keep straight, and many clients only forward a slice of them to the model. Two minutes of setup fixes this.
1. Drop a rules file in your project. Agents auto-read these: AGENTS.md (Codex, OpenCode, Cursor, Gemini CLI, Zed), CLAUDE.md (Claude Code), .cursor/rules/*.mdc (Cursor), .clinerules (Cline / Roo Code), .github/copilot-instructions.md (Copilot).
## Godot MCP
This project has the `godot-mcp` server attached (358 tools).
- Never guess a tool name. Call `search_tools` with a keyword first —
e.g. search_tools("tileset"), search_tools("animation"), search_tools("navmesh").
- On `EDITOR_NOT_REACHABLE` or `RUNTIME_NOT_REACHABLE`, call `get_status`
and tell me what's missing instead of retrying blindly.
- On `EDITOR_COMMAND_FAILED`, the editor rejected the command — read the
engine message, verify the node path / property with `editor_get_scene_tree`
or `get_class_properties`, then retry. Do not repeat the same call.
- Every `editor_*` scene change is undoable — if I say "undo that",
call `editor_undo` rather than trying to reconstruct the old state.
- Prefer the file tools (read_scene, write_script, create_resource…).
They work with Godot closed and are the fastest path.
- Use `editor_*` tools only when the change must show up in a live editor.
- Use `runtime_*` tools only after the game is actually running (F5).
- Always `read_scene` before `add_node` so the parent NodePath is correct.
- Read a script before rewriting it; never blank a file you haven't read.2. Let it look before it touches. For a first run on an unfamiliar project, add --read-only to args. The server then rejects every write tool at the boundary, so no amount of enthusiasm from the model can damage your project.
3. Two prompts worth memorizing:
get_status— what is currently reachable (editor? running game?) and how many tools are loaded.search_tools("<keyword>")— the right tool name, ranked, without burning context on a 358-item list.
Troubleshooting
Symptom | Cause & fix |
No tools show up at all | The client is in Ask/Chat mode. Switch to Agent mode — most clients don't call tools otherwise. |
Server "fails to start", no error | JSON syntax. A trailing comma or a smart quote from a copy-paste is the usual culprit — validate the file. |
| Change |
| The app launched without your shell |
Server times out on first launch |
|
|
|
Connected, but 0 tools | Tool-discovery timeout too low (notably OpenCode's 5 s default). Raise it to 30 s. |
File tools work, | The editor plugin isn't running. Run |
| The game isn't running, or the runtime autoload isn't registered. See Tool Discovery & Live Game Runtime. |
Godot can't be found | Set |
Model picks the wrong tool | Add the rules file above, and tell it to call |
Node.js too old |
|
Usage Examples
The following examples show what you can ask your AI assistant. Each maps to one or more MCP tools (shown in parentheses).
Project Exploration
Command | Tools Used |
"Show me the project structure" |
|
"Generate a project overview report" |
|
"What autoloads are configured?" |
|
"Check my project for broken references" |
|
"Find unused assets I should clean up" |
|
Scene Creation and Editing
Command | Tools Used |
"Create a 2D platformer scene with a CharacterBody2D root" |
|
"Add a Cooldown Timer node under the Player" |
|
"Clone the Enemy node as Enemy2" |
|
"Connect body_entered signal from Player to _on_body_entered" |
|
"Set the Player collision shape to CapsuleShape2D" |
|
"Load the player.png texture onto the Sprite" |
|
"Search all scenes for Timer nodes" |
|
"List all Button and Label nodes" |
|
Script and Shader
Command | Tools Used |
"Analyze the structure of player.gd" |
|
"Add a dash method to the Player script" |
|
"Search all scripts for references to 'velocity'" |
|
"Validate all GDScripts for syntax errors" |
|
"Create a new spatial shader with vertex displacement" |
|
"Validate and compile the hurricane shader" |
|
Materials and Resources
Command | Tools Used |
"Create a metallic PBR material with roughness 0.3" |
|
"List all materials grouped by type" |
|
"Change the albedo color of player_material" |
|
"Show me all .tres files in the project" |
|
Animation
Command | Tools Used |
"Show all player animations with their keyframes" |
|
"Add a position track to the idle animation" |
|
"Set a keyframe at 0.5s with value Vector2(100, 0)" |
|
"Show the AnimationTree state machine" |
|
Audio
Command | Tools Used |
"Show the audio bus layout" |
|
"Add a reverb effect to the Master bus" |
|
"Set the SFX bus volume to -6 dB" |
|
"List all .wav and .ogg files" |
|
Run, Debug, and Export
Command | Tools Used |
"Run the game at 1280x720 and take a screenshot" |
|
"Set a breakpoint at player.gd line 42" |
|
"Step through the debugger and show local variables" |
|
"Stop the running game" |
|
"Export the project for macOS" |
|
Editor Plugin
The editor plugin enables real-time interaction with the Godot editor through two modes:
stdio mode — when MCP spawns Godot as a child process (JSON-RPC 2.0 over stdin/stdout)
TCP mode — when Godot is opened manually, the plugin listens on
127.0.0.1:9876(loopback only). IfGODOT_MCP_TOKENor the project settinggodot_mcp/auth_tokenis set, every connection must complete anauthhandshake first. The port can be changed via thegodot_mcp/editor_portproject setting.
Install
npx @yanhuifair/godot-mcp --enable-plugin -p /path/to/your/godot/projectThis installs the plugin to addons/godot-mcp/ and auto-enables it in project.godot. No manual steps required.
Editor Commands (123 tools)
View & Selection: editor_get_selection editor_set_selection editor_get_open_scene editor_read_current_scene editor_get_info editor_get_rect editor_focus editor_show_in_filesystem editor_open_dock
Playback Control: editor_play editor_stop editor_run_specific_scene editor_get_running_scene_tree editor_get_performance
Edit Operations: editor_undo editor_redo editor_save editor_save_all editor_reload_scene editor_delete_selected
Scene Operations: editor_create_scene editor_instantiate_scene editor_set_main_scene editor_get_scene_changes
Node Operations: editor_add_node editor_remove_node editor_duplicate_node editor_rename_node editor_reparent_node editor_move_node editor_get_node_properties editor_set_node_properties
Scripting: editor_create_script editor_attach_script editor_run_gdscript editor_evaluate_expression
Debugging: editor_set_breakpoint editor_remove_breakpoint editor_get_breakpoints editor_debug_continue editor_debug_step editor_debug_step_over editor_debug_break editor_get_stack_trace editor_get_debug_variables
Signals: editor_connect_signal editor_disconnect_signal editor_list_node_signals
File System: editor_open_asset editor_list_filesystem editor_create_folder editor_delete_asset editor_rename_asset editor_move_asset editor_duplicate_asset editor_reimport_asset editor_get_dependencies
Project Settings: editor_get_project_setting editor_set_project_setting editor_get_editor_setting editor_set_editor_setting editor_get_project_directory
Input & Autoloads: editor_get_input_map editor_add_input_action editor_remove_input_action editor_get_autoloads editor_add_autoload editor_remove_autoload
Assets & Baking: editor_bake_lightmaps editor_bake_navigation editor_take_screenshot
Class Documentation: editor_get_class_list editor_get_method_list editor_get_class_properties editor_get_class_signals editor_get_class_doc editor_search_help
Camera & Viewport: editor_get_camera editor_set_camera editor_toggle_grid editor_toggle_snap
Other: editor_get_recent_scenes editor_simulate_key editor_get_plugin_list editor_enable_plugin editor_disable_plugin editor_get_errors editor_clear_errors editor_health_check
Tool Discovery & Live Game Runtime
Most MCP servers can only touch the editor. Godot MCP can also drive the game you are actually playing — a tier no other public Godot MCP offers. This enables AI-driven playtesting, runtime-state debugging, automated gameplay verification, and live screenshots.
Enable the Runtime Autoload
The runtime bridge is a separate, lightweight autoload — it does not modify the editor plugin. Add it once per project:
Make sure the editor plugin is installed (
npx @yanhuifair/godot-mcp --enable-plugin -p .). The runtime bridge script ships inside the sameaddons/godot-mcp/folder.In the Godot editor, open Project → Project Settings → Globals → Autoload.
Add
addons/godot-mcp/runtime_bridge.gdwith the autoload namegodot_mcp_runtimeand enable it.Run the game from the editor (F5). The autoload prints
[godot-mcp-runtime] Listening on 127.0.0.1:9877to the output log.
Security: the bridge binds
127.0.0.1only — it is never reachable from the LAN. It runs withprocess_mode = PROCESS_MODE_ALWAYS, so pausing the game (viaruntime_freezeor the editor) does not stop the bridge from receiving commands.It also refuses to start in an exported build. The bridge can call arbitrary methods on any node, so shipping it would be a backdoor. It only listens when
OS.has_feature("editor")is true — i.e. when the game is run from the editor. If you forget to remove the autoload before exporting, it stays dormant instead of opening a port. To drive an exported build in CI, setGODOT_MCP_RUNTIME=1in the environment.
Runtime Tools (11)
Tool | Description |
| Check if the live-game runtime bridge is reachable. |
| Read the running game scene tree (live, inside the played game). |
| Read live properties of a node in the running game. |
| Set properties on a node in the running game (live mutation). |
| Call a method on a node in the running game. |
| Emit a signal on a node in the running game. |
| Inject a key input event into the running game (keycode + press/release). |
| Pause (freeze) the running game. |
| Resume (unpause) the running game. |
| Advance the running game by N frames deterministically while paused (frame stepping). |
| Capture a screenshot of the running game viewport. |
Example workflow
"Run the game, freeze it, then step 5 frames and screenshot"
→ runtime_ping → runtime_freeze → runtime_step { frames: 5 } → runtime_screenshot
"Set the Player's health to 0 and emit died"
→ runtime_set_node { path: "Player", properties: { "health": "0" } }
→ runtime_emit_signal { path: "Player", signal: "died" }If the runtime tools return a RUNTIME_NOT_REACHABLE error, run get_status — it reports whether the autoload is reachable and how to enable it.
Tool Discovery & Diagnostics (Meta, 2 tools)
With 358 tools, guessing the right name wastes tokens. Two discovery tools help:
Tool | Description |
| Search all tools by keyword/description to discover the right tool name. AND-combines space-separated words; name matches rank higher. |
| System status / diagnostics: editor bridge, live-game runtime bridge, and tool count. Use to debug connection issues. |
"Find tools that deal with collision shapes" → search_tools { keyword: "collision shape" }
"What subsystems are available right now?" → get_statusAll Tools
Click each category to expand and see all tools with descriptions.
Tool | Description |
| Get selected nodes in editor. |
| Select node in editor. |
| Get currently open scene path. |
| Read live editor scene tree. |
| Get editor status info. |
| Get editor window dimensions. |
| Bring the Godot editor window to the foreground. |
| Reveal a file in the FileSystem dock. |
| Open a dock: filesystem, inspector, scene, output. |
| Play project from editor. |
| Stop playing in editor. |
| Run a specific scene (not just main). |
| Get the live scene tree while the game is running. |
| Get FPS, draw calls, memory usage while game is running. |
| Undo the last scene action (including every MCP scene mutation) and report which action was undone. |
| Redo the last undone scene action and report which action was redone. |
| Save current scene in editor. |
| Save all open scenes. |
| Save and reload current scene. |
| Delete currently selected nodes. |
| Create and open a new scene in the editor. |
| Instantiate a PackedScene into the current scene. |
| Set the project main scene. |
| Check unsaved changes plus the last action name and whether undo/redo are available. |
| Add a node to the currently open scene in editor. |
| Remove a node from the currently open scene. |
| Duplicate a node with children, scripts, and signals. |
| Rename a node in the editor. |
| Move a node to a new parent. |
| Move a 2D/3D node to a new position. |
| Read all editor-visible properties of a node. |
| Set multiple properties on a node at once. |
| Create and open a new GDScript in the editor. |
| Attach a script to a node in the editor. |
| Execute arbitrary GDScript code in editor context. |
| Evaluate a GDScript expression in debugger/editor context. |
| Set a breakpoint in a script. |
| Remove a breakpoint from a script. |
| List all breakpoints. |
| Resume execution in debugger. |
| Step into next line in debugger. |
| Step over current line in debugger. |
| Stop execution (break) in debugger. |
| Get current call stack from debugger. |
| Get local variables from debugger. |
| Connect a signal between nodes in the editor. |
| Disconnect a signal between nodes. |
| List signals and their connections on a node. |
| Open an asset in editor. |
| List files and directories in the editor filesystem. |
| Create a directory in the project via editor filesystem. |
| Delete a file or folder via editor. |
| Rename a file via editor filesystem. |
| Move a file to a new location via editor. |
| Duplicate a file via editor filesystem. |
| Force reimport of an asset. |
| Get all resource dependencies for a file. |
| Read a project setting via editor API. |
| Set a project setting via editor API (auto-saves). |
| Read an editor preference value. |
| Set an editor preference. |
| Get project res:// and user:// paths. |
| Read the Input Map via editor API. |
| Add an input action via editor API. |
| Remove an input action via editor API. |
| List autoload singletons via editor API. |
| Add an autoload singleton via editor API. |
| Remove an autoload singleton via editor API. |
| Trigger lightmap baking. |
| Bake navigation meshes for all NavigationRegion nodes in current scene. |
| Capture the editor viewport as a PNG. |
| List all Godot classes, optionally filtered. |
| List all methods of a Godot class. |
| List all editor-visible properties of a class. |
| List all signals of a Godot class. |
| Open Godot documentation for a class in browser. |
| Search Godot documentation in browser. |
| Get the 3D editor viewport camera position. |
| Set the 3D editor viewport camera position. |
| Toggle 3D grid visibility. |
| Toggle 3D snap mode. |
| List recently opened scene paths. |
| Simulate a key press in the editor (e.g. F5 to run, Ctrl+S to save). |
| List all installed editor plugins with enabled state. |
| Enable a named editor plugin. |
| Disable a named editor plugin. |
| Get current editor error/log list. |
| Clear the editor error list. |
| Check if the Godot editor plugin is reachable. |
Tool | Description |
| Read a .tscn scene file. |
| Create a new scene from template. |
| Apply batch operations to a scene. |
| List all .tscn scene files. |
| Full-text search in .tscn content. |
| Analyze inter-scene dependencies. |
| Add a node to a scene. |
| Remove a node from a scene. |
| Modify node properties or rename. |
| Deep-clone a node in a scene. |
| Rename a node in a scene. |
| Attach a script to a node. |
| Connect a signal between nodes. |
| Disconnect a signal. |
| Set node position (2D/3D auto-detect). |
| Set node rotation (2D/3D). |
| Set node scale (2D/3D). |
| Apply a transform to a node. |
| Set collision shape for CollisionShape node. |
| Load a texture onto a Sprite2D node. |
| List Control-derived UI nodes. |
| Search nodes across scenes by type/property. |
Tool | Description |
| List files and directories in the Godot project. |
| Read and parse project.godot. |
| Write a config value to project.godot. |
| Read export presets from export_presets.cfg. |
| Read input map with key bindings. |
| Create a new input action. |
| Remove an input action. |
| Add key/mouse/joypad binding to action. |
| List all autoload singletons. |
| Add an autoload entry. |
| Remove an autoload entry. |
| Search for text across project files. |
| Delete a file with .bak backup. |
| Move/rename a file within project. |
| Create a directory in project. |
| Duplicate a scene file. |
| Duplicate a .tres resource. |
| Generate comprehensive project overview. |
| Find orphaned project files. |
| Validate project for broken refs, empty UIDs. |
| List all node groups across scenes. |
Tool | Description |
| Read a script file with line numbers. |
| Write content to a script file. |
| Create a new script from template. |
| List all script files grouped by type. |
| Analyze GDScript structure. |
| Search in scripts with function context. |
| Validate GDScript for common issues. |
| Append a function to GDScript. |
| Add a signal declaration to GDScript. |
| Add @export variable to GDScript. |
| Read a .gdshader file. |
| Create a new .gdshader from template. |
| List all .gdshader files. |
| Write content to a .gdshader. |
| Validate .gdshader for syntax issues. |
| Compile (reimport) a .gdshader via Godot editor. |
| List VisualShader graph files. |
| Read a VisualShader graph. |
| Read a .gdshaderinc file. |
| Create a .gdshaderinc file. |
| List all .gdshaderinc files. |
Tool | Description |
| List AnimationPlayers and animations. |
| Read animation tracks and keyframes. |
| Create Animation .tres resource. |
| Set animation parameter. |
| Add animation library to player. |
| Add track to animation. |
| Set keyframe on track. |
| Remove track from animation. |
| Read AnimationTree with state machine. |
| Set AnimationTree parameter. |
Tool | Description |
| Detect installed Godot version. |
| Launch Godot editor with project. |
| Run the Godot project. |
| Stop all running Godot processes. |
| Export project via Godot CLI preset. |
| Capture screenshot of running game. |
| Read Godot process output. |
| Check if Godot editor is running. |
| Scan directory for Godot projects. |
Tool | Description |
| Create 3D mesh resource: Box, Capsule, Cylinder, Plane, Sphere, Torus, etc. (11 types). |
| List PointLight2D/DirectionalLight2D nodes with energy and shadow settings. |
| Set a parameter on a 2D light node. |
| Create a VehicleBody3D with VehicleWheel nodes for car physics. |
| List VehicleBody3D nodes with wheel counts. |
| Create a SpringArm3D for smooth camera follow. |
| List SpringArm3D nodes with spring length and collision settings. |
| List Decal nodes with size and texture info. |
| List OccluderInstance3D and OcclusionPolygon2D nodes. |
| List Marker2D/Marker3D position markers across scenes. |
| Read audio file info: format, size, loop, bitrate from .import config. |
| List AudioListener2D/3D nodes for spatial audio positioning. |
| Create CameraAttributes (Practical or Physical) for 3D camera DOF and auto-exposure. |
| Create a SpriteFrames .tres resource with named animations. |
| List AnimatedSprite nodes and their SpriteFrames resources. |
| List SoftBody3D nodes with mass and stiffness. |
| List GridMap nodes with cell size and mesh library references. |
| Create a GridMap node for 3D tile-based level design. |
Tool | Description |
| Read a .tres resource file. |
| List all resource files. |
| Create a resource from template. |
| Write properties to a resource. |
| List materials grouped by type. |
| Read material with PBR formatting. |
| Set a single material parameter. |
| Read Theme resource with type-aware grouping. |
Tool | Description |
| Read AudioBusLayout. |
| List audio files by format. |
| Create AudioBusLayout. |
| Add audio bus to layout. |
| Remove audio bus. |
| Add effect to audio bus. |
| Set bus volume in dB. |
Tool | Description |
| Create a new VisualShader .tres graph file. |
| Add a node to a VisualShader graph (40+ types: constants, math, textures, effects). |
| Remove a node from a VisualShader graph by index. |
| Connect two node ports in a VisualShader graph. |
| Disconnect two node ports in a VisualShader graph. |
| Set a parameter on a VisualShader node (constant, expression, operator, etc.). |
| List all VisualShader node types organized by category with I/O counts. |
| Get default ports and parameters for a specific VisualShader node type. |
Tool | Description |
| Search all tools by keyword/description to discover the right tool name. Use this instead of guessing among 350+ tools. |
| System status / diagnostics: editor bridge, live-game runtime bridge, and tool count. Use to debug connection issues. |
Tool | Description |
| Check if the live-game runtime bridge is reachable. |
| Read the running game scene tree (live, inside the played game). |
| Read live properties of a node in the running game. |
| Set properties on a node in the running game (live mutation). |
| Call a method on a node in the running game. |
| Emit a signal on a node in the running game. |
| Inject a key input event into the running game. |
| Pause (freeze) the running game. |
| Resume (unpause) the running game. |
| Advance the running game by N frames deterministically while paused (frame stepping). |
| Capture a screenshot of the running game viewport. |
Domain (11): read_curve, create_curve, read_gradient, create_gradient, list_paths, read_path, list_skeletons, read_skeleton, read_reflection_probe, read_multimesh, create_noise_texture
Nodes (8): read_character_body, read_animated_sprite, read_audio_player, read_video_player, read_parallax, read_rich_text, read_container, read_tab_container
Utility (6): list_all_signals, read_project_icon, read_stylebox, create_atlas_texture, list_popups, generate_cohesion_report
Rendering (5): read_mesh_instance, set_mesh_surface_material, read_viewport, read_area, read_raycast
Environment (4): read_environment, list_environments, create_environment, set_environment_param
Inspector (5): list_cameras, read_camera, list_lights, set_light_param, read_particles
Physics (4): list_physics_materials, read_physics_material, create_physics_material, read_collision_layers
Import (3): read_import_config, list_import_files, write_import_config
TileMap (3): list_tilesets, read_tileset, read_tilemap
Navigation (3): list_nav_regions, read_nav_region, create_nav_mesh
Translation (3): list_translations, read_translation, create_translation
Joints (3): create_joint, set_joint_param, list_joints
UID (3): get_uid, update_project_uids, list_missing_uids
2D Geometry (2): create_collision_polygon, set_shape_points
Diff (2): diff_scene, diff_resource
Other (4): read_gdextension, list_csproj, create_world, read_texture_info
Supported Formats
Format | Extension | Operations |
Scene |
| Read, write, create, edit |
Script |
| Read, write, create, validate, analyze |
Script |
| Read, write, create |
Shader |
| Read, write, create, validate, compile |
Shader Include |
| Read, write, create |
VisualShader |
| Read, list, graph editing |
Resource |
| Read, write, create (14 templates) |
Resource |
| Not supported (binary) |
Config |
| Read, write |
Config |
| Read |
Import |
| Read, write |
Environment |
| Read, write, create (4 presets) |
Animation |
| Read, create, modify |
AudioBus |
| Read, write, create |
PhysicsMaterial |
| Read, write, create |
TileSet |
| Read, list |
Translation |
| Read, create |
Development
npm install # Install dependencies
npm run build # Build TypeScript to dist/
npm run dev # Dev mode (tsx hot reload)
npm test # Run vitest suite (197 tests: 127 runnable + 70 integration requiring a live Godot project); node test/test_all.mjs for 176 legacy checks
npm run test:watch # Watch mode
npm run check:godot # Load every fixture in a real headless Godot and verify
# ext_resource paths, UIDs and SubResource refs (needs Godot installed)CLI Options
Flag | Description |
| Path to Godot project root |
| Path to Godot binary (optional) |
| Transport mode: |
| HTTP port (default: 3000) |
| HTTP bind address (default: 127.0.0.1) |
| Copy editor plugin to target Godot project |
| Install and auto-enable the editor plugin |
| Reject 164 write/side-effect tools (security mode) |
| Disable SSE endpoint |
| Disable Streamable HTTP endpoint |
| Show help |
Tech Stack
Runtime: Node.js >= 18
Language: TypeScript 5.5
MCP SDK: @modelcontextprotocol/sdk ^1.29
Schema Validation: Zod ^3.24
HTTP Server: Express ^5.2
Test: Vitest ^2.0
Transport: stdio (default), SSE, Streamable HTTP
Build VSIX
npm run vsix
# Output: godot-mcp-1.10.0.vsixInstall in VS Code:
code --install-extension godot-mcp-1.10.0.vsixLimitations
Binary
.resfiles are not parseable — use.tres(text format) for editable resourcesGodot CLI tools (
launch_editor,run_project,export_project) require the Godot Engine binaryedit_sceneuses text manipulation on.tscn; complex refactors may require manual verificationScreenshots depend on OS-native screenshot utilities
FAQ
Do I need to keep Godot open? No. Every file-based tool — scenes, resources, scripts, shaders, project settings — uses native parsers and runs instantly against files on disk. Only the live editor tools (123) and live game runtime tools (11) need Godot running, and the server can launch it for you automatically.
Does it support Godot 3? No. Godot 4.x only. Godot 3's file formats and editor APIs differ too much to support cleanly.
Which AI clients work with it? Any MCP-compatible client. Verified with Claude Desktop, Claude Code, Cursor, VS Code (Copilot), Windsurf, Codex, Cline, Roo Code, Aider, Cody, Goose, and Continue.
How does the AI pick the right tool out of 358?
Use search_tools — it ranks the catalog by keyword against tool names and descriptions, so the AI can find add_audio_bus_effect without loading all 358 schemas into context. get_status reports which subsystems (editor bridge, game runtime) are currently reachable.
What makes the runtime tools different from the editor tools?
Editor tools talk to the Godot editor. Runtime tools talk to the running game through a lightweight autoload on 127.0.0.1:9877. That's what enables freezing the game, stepping an exact number of frames, and screenshotting a precise gameplay moment.
Is it safe to let an AI edit my project?
Destructive file operations write .bak backups, tools are classified read-only vs. write, and every failure returns a typed error code with a repair hint rather than silently corrupting a file. Use version control anyway.
Keywords
Godot MCP · Godot MCP server · Model Context Protocol Godot · Godot AI assistant · Godot AI agent · Godot Engine 4 MCP · GDScript AI · AI game development · Godot Copilot · Claude Godot integration · Cursor Godot · VS Code Godot MCP · Windsurf Godot · Cline Godot · Godot automation · Godot scene editing API · .tscn parser · .tres parser · Godot shader AI · VisualShader automation · Godot debugging AI · Godot runtime inspection · AI game engine tooling · MCP server for game engines · Godot编辑器 AI · Godot 自动化 · Godot 智能体
License
AGPL-3.0-or-later
Tip
Maintenance
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