Skip to main content
Glama

Godot MCP

The most complete MCP server for Godot Engine — 358 tools that give your AI assistant real hands inside your game project.

License: AGPL-3.0 CI npm npm downloads Tools Node Godot

English | 中文文档


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.tscn scenes, .tres resources, 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 scalesearch_tools finds the right tool out of 358, get_status tells 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 .tscn / .tres / .godot parsers

⚠️ 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 EditorUndoRedoManager actions

❌ Edits are permanent

Control the running game

11 tools — live tree, method calls, input injection

❌ None

Deterministic frame stepping

runtime_freezeruntime_stepruntime_screenshot

❌ None

Tool discovery for large catalogs

search_tools + get_status

❌ 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

  1. Why Godot MCP

  2. Quick Start

  3. What You Can Do

  4. Architecture

  5. Implementation Principles

  6. Transport Modes

  7. Installation

  8. AI Client Configuration

  9. Usage Examples

  10. Editor Plugin

  11. Tool Discovery & Live Game Runtime

  12. All Tools

  13. Supported Formats

  14. Development

  15. Build VSIX


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 node -v in a terminal. If it says command not found, install from nodejs.org.

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 / args part 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 godot-mcp tools

Restart the client. Config files are only read on startup.

npx: command not found

Node.js isn't installed or isn't on your PATH. Run node -v to confirm.

Project not found errors

The -p path must point at the folder containing project.godot. Using "." only works if the client's working directory is your project — otherwise use an absolute path.

Editor tools fail, file tools work

The plugin isn't installed/enabled. Re-run Step 1, then reload the project in Godot.

EDITOR_NOT_REACHABLE

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.

EDITOR_COMMAND_FAILED

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 editor_get_scene_tree / get_class_properties to verify before retrying.

AI made a scene edit you don't want

Press Ctrl+Z in Godot, or call editor_undo. Every MCP scene mutation is a native undo action.

Godot binary not found

Set the GODOT_PATH environment variable to your Godot executable. See Environment Variables.


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:

  1. 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.

  2. 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.

  3. 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>, sets MCP_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.

  4. 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 on 127.0.0.1:9877. The autoload (addons/godot-mcp/runtime_bridge.gd, named godot_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.json

Implementation 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 .tscn sections: [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 .tres text resources with section-based structure

  • Detects binary .res files via GDROM magic header (returns unsupported error)

  • Extracts header, external resources, sub-resources, and main resource properties

Config parser (parsers/config_parser.ts):

  • Parses INI-style project.godot and .cfg files

  • Handles 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 127.0.0.1 only (never the LAN). This is the preferred mode for interactive development. Set GODOT_MCP_TOKEN (or the project setting godot_mcp/auth_token) to require an auth handshake 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 .bak backup copies

  • Read-only mode: --read-only (or GODOT_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 from tools/list and blocked with a READ_ONLY error if called directly

  • TCP only on loopback: The editor plugin's TCP bridge binds 127.0.0.1 only, never the LAN

  • Optional token auth: Set GODOT_MCP_TOKEN to require a bearer token on HTTP (/mcp, /sse) and an auth handshake on the plugin TCP bridge; non-loopback HTTP binds are refused without it

  • Undoable 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 native EditorUndoRedoManager, so a single Ctrl+Z (or editor_undo) reverts what the AI just did

  • Structured 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 surfaces EDITOR_COMMAND_FAILED with 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/project

SSE (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/project

Option

Description

Default

-t sse

Enable SSE transport mode

--port <number>

HTTP listen port

3000

--host <string>

Bind address (use 0.0.0.0 for remote access)

127.0.0.1

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/project

Endpoints:

Method

Path

Purpose

GET

/mcp

Establish SSE stream (supports Last-Event-ID reconnection)

POST

/mcp

Send JSON-RPC requests/notifications

DELETE

/mcp

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/project

Starts: 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 command from 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 godot-mcp command

You must run npm update -g yourself to get new releases.

From source

Contributing, or you need an unreleased change

You have to rebuild after every git pull.

npx -y @yanhuifair/godot-mcp -p /path/to/your/godot/project

npx 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/project

If 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/project

Point 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

-p, --project-path <path>

Your Godot project folder — the one containing project.godot. Auto-detected if omitted.

-g, --godot-path <path>

Path to the Godot executable. Auto-detected if omitted (see the detection order below).

--enable-plugin

Copy the editor plugin into addons/ and switch it on in project.godot. Requires -p. This is the one you want.

--install-addons

Copy the plugin files only — you enable it yourself in Godot's Plugins tab.

--read-only

Safe mode: rejects the 164 tools that write files or cause side effects. Great for letting an AI explore an unfamiliar project.

-t, --transport <mode>

stdio (default) · sse · streamable-http · all. See Transport Modes.

--port <number>

HTTP port for sse / streamable-http. Default 3000.

--host <string>

HTTP bind address. Default 127.0.0.1. Binding anything else requires GODOT_MCP_TOKEN.

--no-sse / --no-streamable-http

Disable an individual endpoint when running -t all.

-h, --help

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 8080

Environment Variables

Variable

Description

GODOT_PATH

Path to Godot binary (optional, auto-detected)

GODOT_MCP_READ_ONLY

true — enable read-only mode (rejects 164 write/side-effect tools)

GODOT_MCP_TOKEN

Auth token. HTTP: required when binding a non-loopback host. Plugin TCP bridge: enables the auth handshake on port 9876

GODOT_MCP_TEST_PROJECT

Path to test project for integration tests

GODOT_PROJECT

Target project for the sync-addons build hook

MCP_STDIO

true — run the editor plugin in stdio mode (set automatically when MCP spawns Godot)

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

Claude Code

claude mcp add.mcp.json

mcpServers

Cursor

.cursor/mcp.json · ~/.cursor/mcp.json

mcpServers

VS Code / GitHub Copilot

.vscode/mcp.json

servers

Codex CLI

~/.codex/config.toml

[mcp_servers.*]

Gemini CLI

.gemini/settings.json · ~/.gemini/settings.json

mcpServers

Windsurf

~/.codeium/windsurf/mcp_config.json

mcpServers

Cline

cline_mcp_settings.json (open via UI)

mcpServers

Roo Code

.roo/mcp.json · global mcp_settings.json

mcpServers

Trae

AI panel → MCP (UI)

mcpServers

Zed

~/.config/zed/settings.json

context_servers

JetBrains (Rider / IntelliJ)

Settings → AI Assistant → MCP

mcpServers

OpenCode

opencode.json

mcp

Claude Desktop

claude_desktop_config.json

mcpServers

Continue

~/.continue/config.yaml

mcpServers

Cherry Studio

Settings → MCP servers (UI)

mcpServers

Goose

~/.config/goose/config.yaml

extensions

Aider

.aider.conf.yml

mcp-servers-file

Anything else

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

"godot-mcp"

The name your AI will see. Rename it freely — nothing depends on it.

"type": "stdio"

The server runs as a local child process. Some clients omit this field entirely; both are fine.

"command": "npx"

On Windows, if you hit spawn ENOENT, change this to "npx.cmd".

"-y"

Skips npx's "install this package?" prompt. Without it the server hangs on first run.

"-p", "."

Your Godot project folder. . means "wherever the client launched the server from".

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

claude mcp add godot-mcp -- …

~/.claude.json, keyed by folder

Just you, just this project

claude mcp add -s project godot-mcp -- …

.mcp.json in the project root

Everyone who clones the repo — commit this

claude mcp add -s user godot-mcp -- …

~/.claude.json, global

You, in every project (use an absolute -p path)

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_status and 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  # unregister

If you used -s project, Claude Code will ask you to approve .mcp.json the 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_tools to 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_tools in 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 Serversgodot-mcpStart 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 Serversgodot-mcpShow 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 -p path.


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 list

3. 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-shot

Gemini 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: true skips the per-call confirmation prompt. Convenient, but it also means the AI can write files without asking — pair it with --read-only if you want a safety net.

  • includeTools / excludeTools accept 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.json

  • Windows: %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.json

  • Windows: %APPDATA%\Code\User\globalStorage\saoudrizwan.claude-dev\settings\cline_mcp_settings.json

  • Linux: ~/.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-mcp on.


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:

  • command is a single array, not command + args.

  • The default tool-discovery timeout is 5000 ms. Listing 358 tools plus a cold npx download regularly blows past that — bump it to 30000 as 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.json

  • Windows: %APPDATA%\Claude\claude_desktop_config.json

  • Linux: ~/.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.

  1. Settings → MCP Servers → Add Server → Quick create.

  2. Name: godot-mcp · Type: STDIO · Command: npx

  3. Arguments — one per line, not space-separated:

    -y
    @yanhuifair/godot-mcp
    -p
    /path/to/your/godot/project
  4. Save and toggle the server on. A green indicator plus a tool count means it's live.

  5. 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 -p path.


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: 300

Or 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: 300

Goose 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.json

Any Other MCP Client

If your client accepts a local command, give it:

command: npx
args:    -y  @yanhuifair/godot-mcp  -p  /path/to/your/godot/project

If 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 3000

Endpoint

URL

Streamable HTTP (MCP 2025)

http://127.0.0.1:3000/mcp

SSE (legacy clients)

http://127.0.0.1:3000/sse

Health check

http://127.0.0.1:3000/health

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.

spawn npx ENOENT (Windows)

Change "command": "npx" to "npx.cmd", or use the absolute path from where npx.

spawn npx ENOENT (macOS/Linux GUI apps)

The app launched without your shell PATH. Use the absolute path from which npx.

Server times out on first launch

npx is downloading the package. Run npx -y @yanhuifair/godot-mcp --help once in a terminal to warm the cache, and raise the client's startup timeout.

Project not found

-p . only works when the client's working directory is the Godot project. Switch to an absolute path.

Connected, but 0 tools

Tool-discovery timeout too low (notably OpenCode's 5 s default). Raise it to 30 s.

File tools work, editor_* tools fail

The editor plugin isn't running. Run --enable-plugin, reload the project in Godot, and check get_status.

RUNTIME_NOT_REACHABLE

The game isn't running, or the runtime autoload isn't registered. See Tool Discovery & Live Game Runtime.

Godot can't be found

Set GODOT_PATH in the config's env block to the Godot binary.

Model picks the wrong tool

Add the rules file above, and tell it to call search_tools first.

Node.js too old

node -v must be ≥ 18.


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"

list_project_files

"Generate a project overview report"

generate_project_report

"What autoloads are configured?"

list_autoloads

"Check my project for broken references"

validate_project

"Find unused assets I should clean up"

find_unused_assets

Scene Creation and Editing

Command

Tools Used

"Create a 2D platformer scene with a CharacterBody2D root"

create_scene

"Add a Cooldown Timer node under the Player"

add_node

"Clone the Enemy node as Enemy2"

clone_node

"Connect body_entered signal from Player to _on_body_entered"

connect_signal

"Set the Player collision shape to CapsuleShape2D"

set_collision_shape

"Load the player.png texture onto the Sprite"

load_sprite

"Search all scenes for Timer nodes"

find_nodes_in_scenes

"List all Button and Label nodes"

list_ui_nodes

Script and Shader

Command

Tools Used

"Analyze the structure of player.gd"

read_script_structure

"Add a dash method to the Player script"

add_script_function

"Search all scripts for references to 'velocity'"

search_in_scripts

"Validate all GDScripts for syntax errors"

validate_script

"Create a new spatial shader with vertex displacement"

create_shader

"Validate and compile the hurricane shader"

validate_shader + compile_shader

Materials and Resources

Command

Tools Used

"Create a metallic PBR material with roughness 0.3"

create_resource

"List all materials grouped by type"

list_materials

"Change the albedo color of player_material"

set_material_param

"Show me all .tres files in the project"

list_resources

Animation

Command

Tools Used

"Show all player animations with their keyframes"

read_animation

"Add a position track to the idle animation"

add_animation_track

"Set a keyframe at 0.5s with value Vector2(100, 0)"

set_keyframe

"Show the AnimationTree state machine"

read_animation_tree

Audio

Command

Tools Used

"Show the audio bus layout"

read_audio_bus_layout

"Add a reverb effect to the Master bus"

add_bus_effect

"Set the SFX bus volume to -6 dB"

set_bus_volume

"List all .wav and .ogg files"

list_audio_files

Run, Debug, and Export

Command

Tools Used

"Run the game at 1280x720 and take a screenshot"

run_project + capture_screenshot

"Set a breakpoint at player.gd line 42"

editor_set_breakpoint

"Step through the debugger and show local variables"

editor_debug_step + editor_get_debug_variables

"Stop the running game"

stop_project

"Export the project for macOS"

export_project


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). If GODOT_MCP_TOKEN or the project setting godot_mcp/auth_token is set, every connection must complete an auth handshake first. The port can be changed via the godot_mcp/editor_port project setting.

Install

npx @yanhuifair/godot-mcp --enable-plugin -p /path/to/your/godot/project

This 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:

  1. Make sure the editor plugin is installed (npx @yanhuifair/godot-mcp --enable-plugin -p .). The runtime bridge script ships inside the same addons/godot-mcp/ folder.

  2. In the Godot editor, open Project → Project Settings → Globals → Autoload.

  3. Add addons/godot-mcp/runtime_bridge.gd with the autoload name godot_mcp_runtime and enable it.

  4. Run the game from the editor (F5). The autoload prints [godot-mcp-runtime] Listening on 127.0.0.1:9877 to the output log.

Security: the bridge binds 127.0.0.1 only — it is never reachable from the LAN. It runs with process_mode = PROCESS_MODE_ALWAYS, so pausing the game (via runtime_freeze or 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, set GODOT_MCP_RUNTIME=1 in the environment.

Runtime Tools (11)

Tool

Description

runtime_ping

Check if the live-game runtime bridge is reachable.

runtime_get_tree

Read the running game scene tree (live, inside the played game).

runtime_get_node

Read live properties of a node in the running game.

runtime_set_node

Set properties on a node in the running game (live mutation).

runtime_call_method

Call a method on a node in the running game.

runtime_emit_signal

Emit a signal on a node in the running game.

runtime_input

Inject a key input event into the running game (keycode + press/release).

runtime_freeze

Pause (freeze) the running game.

runtime_resume

Resume (unpause) the running game.

runtime_step

Advance the running game by N frames deterministically while paused (frame stepping).

runtime_screenshot

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_tools

Search all tools by keyword/description to discover the right tool name. AND-combines space-separated words; name matches rank higher.

get_status

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_status

All Tools

Click each category to expand and see all tools with descriptions.

Tool

Description

editor_get_selection

Get selected nodes in editor.

editor_set_selection

Select node in editor.

editor_get_open_scene

Get currently open scene path.

editor_read_current_scene

Read live editor scene tree.

editor_get_info

Get editor status info.

editor_get_rect

Get editor window dimensions.

editor_focus

Bring the Godot editor window to the foreground.

editor_show_in_filesystem

Reveal a file in the FileSystem dock.

editor_open_dock

Open a dock: filesystem, inspector, scene, output.

editor_play

Play project from editor.

editor_stop

Stop playing in editor.

editor_run_specific_scene

Run a specific scene (not just main).

editor_get_running_scene_tree

Get the live scene tree while the game is running.

editor_get_performance

Get FPS, draw calls, memory usage while game is running.

editor_undo

Undo the last scene action (including every MCP scene mutation) and report which action was undone.

editor_redo

Redo the last undone scene action and report which action was redone.

editor_save

Save current scene in editor.

editor_save_all

Save all open scenes.

editor_reload_scene

Save and reload current scene.

editor_delete_selected

Delete currently selected nodes.

editor_create_scene

Create and open a new scene in the editor.

editor_instantiate_scene

Instantiate a PackedScene into the current scene.

editor_set_main_scene

Set the project main scene.

editor_get_scene_changes

Check unsaved changes plus the last action name and whether undo/redo are available.

editor_add_node

Add a node to the currently open scene in editor.

editor_remove_node

Remove a node from the currently open scene.

editor_duplicate_node

Duplicate a node with children, scripts, and signals.

editor_rename_node

Rename a node in the editor.

editor_reparent_node

Move a node to a new parent.

editor_move_node

Move a 2D/3D node to a new position.

editor_get_node_properties

Read all editor-visible properties of a node.

editor_set_node_properties

Set multiple properties on a node at once.

editor_create_script

Create and open a new GDScript in the editor.

editor_attach_script

Attach a script to a node in the editor.

editor_run_gdscript

Execute arbitrary GDScript code in editor context.

editor_evaluate_expression

Evaluate a GDScript expression in debugger/editor context.

editor_set_breakpoint

Set a breakpoint in a script.

editor_remove_breakpoint

Remove a breakpoint from a script.

editor_get_breakpoints

List all breakpoints.

editor_debug_continue

Resume execution in debugger.

editor_debug_step

Step into next line in debugger.

editor_debug_step_over

Step over current line in debugger.

editor_debug_break

Stop execution (break) in debugger.

editor_get_stack_trace

Get current call stack from debugger.

editor_get_debug_variables

Get local variables from debugger.

editor_connect_signal

Connect a signal between nodes in the editor.

editor_disconnect_signal

Disconnect a signal between nodes.

editor_list_node_signals

List signals and their connections on a node.

editor_open_asset

Open an asset in editor.

editor_list_filesystem

List files and directories in the editor filesystem.

editor_create_folder

Create a directory in the project via editor filesystem.

editor_delete_asset

Delete a file or folder via editor.

editor_rename_asset

Rename a file via editor filesystem.

editor_move_asset

Move a file to a new location via editor.

editor_duplicate_asset

Duplicate a file via editor filesystem.

editor_reimport_asset

Force reimport of an asset.

editor_get_dependencies

Get all resource dependencies for a file.

editor_get_project_setting

Read a project setting via editor API.

editor_set_project_setting

Set a project setting via editor API (auto-saves).

editor_get_editor_setting

Read an editor preference value.

editor_set_editor_setting

Set an editor preference.

editor_get_project_directory

Get project res:// and user:// paths.

editor_get_input_map

Read the Input Map via editor API.

editor_add_input_action

Add an input action via editor API.

editor_remove_input_action

Remove an input action via editor API.

editor_get_autoloads

List autoload singletons via editor API.

editor_add_autoload

Add an autoload singleton via editor API.

editor_remove_autoload

Remove an autoload singleton via editor API.

editor_bake_lightmaps

Trigger lightmap baking.

editor_bake_navigation

Bake navigation meshes for all NavigationRegion nodes in current scene.

editor_take_screenshot

Capture the editor viewport as a PNG.

editor_get_class_list

List all Godot classes, optionally filtered.

editor_get_method_list

List all methods of a Godot class.

editor_get_class_properties

List all editor-visible properties of a class.

editor_get_class_signals

List all signals of a Godot class.

editor_get_class_doc

Open Godot documentation for a class in browser.

editor_search_help

Search Godot documentation in browser.

editor_get_camera

Get the 3D editor viewport camera position.

editor_set_camera

Set the 3D editor viewport camera position.

editor_toggle_grid

Toggle 3D grid visibility.

editor_toggle_snap

Toggle 3D snap mode.

editor_get_recent_scenes

List recently opened scene paths.

editor_simulate_key

Simulate a key press in the editor (e.g. F5 to run, Ctrl+S to save).

editor_get_plugin_list

List all installed editor plugins with enabled state.

editor_enable_plugin

Enable a named editor plugin.

editor_disable_plugin

Disable a named editor plugin.

editor_get_errors

Get current editor error/log list.

editor_clear_errors

Clear the editor error list.

editor_health_check

Check if the Godot editor plugin is reachable.

Tool

Description

read_scene

Read a .tscn scene file.

create_scene

Create a new scene from template.

edit_scene

Apply batch operations to a scene.

list_scenes

List all .tscn scene files.

search_scene_content

Full-text search in .tscn content.

scene_dependency_graph

Analyze inter-scene dependencies.

add_node

Add a node to a scene.

remove_node

Remove a node from a scene.

modify_node

Modify node properties or rename.

clone_node

Deep-clone a node in a scene.

rename_node

Rename a node in a scene.

attach_script

Attach a script to a node.

connect_signal

Connect a signal between nodes.

disconnect_signal

Disconnect a signal.

set_node_position

Set node position (2D/3D auto-detect).

set_node_rotation

Set node rotation (2D/3D).

set_node_scale

Set node scale (2D/3D).

transform_node

Apply a transform to a node.

set_collision_shape

Set collision shape for CollisionShape node.

load_sprite

Load a texture onto a Sprite2D node.

list_ui_nodes

List Control-derived UI nodes.

find_nodes_in_scenes

Search nodes across scenes by type/property.

Tool

Description

list_project_files

List files and directories in the Godot project.

read_project_config

Read and parse project.godot.

write_project_config

Write a config value to project.godot.

read_export_presets

Read export presets from export_presets.cfg.

read_input_map

Read input map with key bindings.

write_input_action

Create a new input action.

remove_input_action

Remove an input action.

add_input_binding

Add key/mouse/joypad binding to action.

list_autoloads

List all autoload singletons.

add_autoload

Add an autoload entry.

remove_autoload

Remove an autoload entry.

search_in_project

Search for text across project files.

delete_file

Delete a file with .bak backup.

move_file

Move/rename a file within project.

create_directory

Create a directory in project.

duplicate_scene

Duplicate a scene file.

duplicate_resource

Duplicate a .tres resource.

generate_project_report

Generate comprehensive project overview.

find_unused_assets

Find orphaned project files.

validate_project

Validate project for broken refs, empty UIDs.

list_groups

List all node groups across scenes.

Tool

Description

read_script

Read a script file with line numbers.

write_script

Write content to a script file.

create_script

Create a new script from template.

list_scripts

List all script files grouped by type.

read_script_structure

Analyze GDScript structure.

search_in_scripts

Search in scripts with function context.

validate_script

Validate GDScript for common issues.

add_script_function

Append a function to GDScript.

add_script_signal

Add a signal declaration to GDScript.

add_script_export

Add @export variable to GDScript.

read_shader

Read a .gdshader file.

create_shader

Create a new .gdshader from template.

list_shaders

List all .gdshader files.

write_shader

Write content to a .gdshader.

validate_shader

Validate .gdshader for syntax issues.

compile_shader

Compile (reimport) a .gdshader via Godot editor.

list_visual_shaders

List VisualShader graph files.

read_visual_shader

Read a VisualShader graph.

read_shader_include

Read a .gdshaderinc file.

create_shader_include

Create a .gdshaderinc file.

list_shader_includes

List all .gdshaderinc files.

Tool

Description

list_animations

List AnimationPlayers and animations.

read_animation

Read animation tracks and keyframes.

create_animation

Create Animation .tres resource.

set_animation_param

Set animation parameter.

add_animation_library

Add animation library to player.

add_animation_track

Add track to animation.

set_keyframe

Set keyframe on track.

remove_animation_track

Remove track from animation.

read_animation_tree

Read AnimationTree with state machine.

set_animation_tree_param

Set AnimationTree parameter.

Tool

Description

get_godot_version

Detect installed Godot version.

launch_editor

Launch Godot editor with project.

run_project

Run the Godot project.

stop_project

Stop all running Godot processes.

export_project

Export project via Godot CLI preset.

capture_screenshot

Capture screenshot of running game.

monitor_output

Read Godot process output.

is_editor_running

Check if Godot editor is running.

list_projects

Scan directory for Godot projects.

Tool

Description

create_mesh_primitive

Create 3D mesh resource: Box, Capsule, Cylinder, Plane, Sphere, Torus, etc. (11 types).

read_light_2d

List PointLight2D/DirectionalLight2D nodes with energy and shadow settings.

set_light_2d_param

Set a parameter on a 2D light node.

create_vehicle_body

Create a VehicleBody3D with VehicleWheel nodes for car physics.

read_vehicle_body

List VehicleBody3D nodes with wheel counts.

create_spring_arm

Create a SpringArm3D for smooth camera follow.

read_spring_arm

List SpringArm3D nodes with spring length and collision settings.

read_decal

List Decal nodes with size and texture info.

read_occluder

List OccluderInstance3D and OcclusionPolygon2D nodes.

read_marker

List Marker2D/Marker3D position markers across scenes.

read_audio_stream

Read audio file info: format, size, loop, bitrate from .import config.

read_audio_listener

List AudioListener2D/3D nodes for spatial audio positioning.

create_camera_attributes

Create CameraAttributes (Practical or Physical) for 3D camera DOF and auto-exposure.

create_sprite_frames

Create a SpriteFrames .tres resource with named animations.

read_sprite_frames

List AnimatedSprite nodes and their SpriteFrames resources.

read_soft_body

List SoftBody3D nodes with mass and stiffness.

read_grid_map

List GridMap nodes with cell size and mesh library references.

create_grid_map

Create a GridMap node for 3D tile-based level design.

Tool

Description

read_resource

Read a .tres resource file.

list_resources

List all resource files.

create_resource

Create a resource from template.

write_resource

Write properties to a resource.

list_materials

List materials grouped by type.

read_material

Read material with PBR formatting.

set_material_param

Set a single material parameter.

read_theme

Read Theme resource with type-aware grouping.

Tool

Description

read_audio_bus_layout

Read AudioBusLayout.

list_audio_files

List audio files by format.

create_audio_bus_layout

Create AudioBusLayout.

add_audio_bus

Add audio bus to layout.

remove_audio_bus

Remove audio bus.

add_bus_effect

Add effect to audio bus.

set_bus_volume

Set bus volume in dB.

Tool

Description

create_visual_shader

Create a new VisualShader .tres graph file.

add_shader_graph_node

Add a node to a VisualShader graph (40+ types: constants, math, textures, effects).

remove_shader_graph_node

Remove a node from a VisualShader graph by index.

connect_shader_graph_nodes

Connect two node ports in a VisualShader graph.

disconnect_shader_graph_nodes

Disconnect two node ports in a VisualShader graph.

set_shader_node_param

Set a parameter on a VisualShader node (constant, expression, operator, etc.).

list_shader_node_types

List all VisualShader node types organized by category with I/O counts.

get_shader_node_defaults

Get default ports and parameters for a specific VisualShader node type.

Tool

Description

search_tools

Search all tools by keyword/description to discover the right tool name. Use this instead of guessing among 350+ tools.

get_status

System status / diagnostics: editor bridge, live-game runtime bridge, and tool count. Use to debug connection issues.

Tool

Description

runtime_ping

Check if the live-game runtime bridge is reachable.

runtime_get_tree

Read the running game scene tree (live, inside the played game).

runtime_get_node

Read live properties of a node in the running game.

runtime_set_node

Set properties on a node in the running game (live mutation).

runtime_call_method

Call a method on a node in the running game.

runtime_emit_signal

Emit a signal on a node in the running game.

runtime_input

Inject a key input event into the running game.

runtime_freeze

Pause (freeze) the running game.

runtime_resume

Resume (unpause) the running game.

runtime_step

Advance the running game by N frames deterministically while paused (frame stepping).

runtime_screenshot

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

.tscn

Read, write, create, edit

Script

.gd

Read, write, create, validate, analyze

Script

.cs

Read, write, create

Shader

.gdshader

Read, write, create, validate, compile

Shader Include

.gdshaderinc

Read, write, create

VisualShader

.tres

Read, list, graph editing

Resource

.tres

Read, write, create (14 templates)

Resource

.res

Not supported (binary)

Config

project.godot

Read, write

Config

export_presets.cfg

Read

Import

.import

Read, write

Environment

.tres

Read, write, create (4 presets)

Animation

.tres / .tscn

Read, create, modify

AudioBus

.tres

Read, write, create

PhysicsMaterial

.tres

Read, write, create

TileSet

.tres

Read, list

Translation

.csv / .po

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

-p, --project-path

Path to Godot project root

-g, --godot-path

Path to Godot binary (optional)

-t, --transport

Transport mode: stdio, sse, streamable-http, all

--port

HTTP port (default: 3000)

--host

HTTP bind address (default: 127.0.0.1)

--install-addons

Copy editor plugin to target Godot project

--enable-plugin

Install and auto-enable the editor plugin

--read-only

Reject 164 write/side-effect tools (security mode)

--no-sse

Disable SSE endpoint

--no-streamable-http

Disable Streamable HTTP endpoint

-h, --help

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.vsix

Install in VS Code:

code --install-extension godot-mcp-1.10.0.vsix

Limitations

  • Binary .res files are not parseable — use .tres (text format) for editable resources

  • Godot CLI tools (launch_editor, run_project, export_project) require the Godot Engine binary

  • edit_scene uses text manipulation on .tscn; complex refactors may require manual verification

  • Screenshots 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

alt text

Install Server
A
license - permissive license
C
quality
B
maintenance

Maintenance

Maintainers
Response time
Release cycle
Releases (12mo)
Commit activity

Resources

Unclaimed servers have limited discoverability.

Looking for Admin?

If you are the server author, to access and configure the admin panel.

Related MCP Servers

  • A
    license
    B
    quality
    F
    maintenance
    A Model Context Protocol server that enables AI assistants to interact with the Godot game engine, allowing them to launch the editor, run projects, capture debug output, and control project execution.
    Last updated
    14
    220
    4,992
    MIT
  • A
    license
    -
    quality
    C
    maintenance
    A Model Context Protocol server that enables AI assistants to manage and interact with Godot Engine projects, including project management, script editing, scene manipulation, asset management, and export.
    Last updated
    383
    1
    MIT

View all related MCP servers

Related MCP Connectors

  • A comprehensive Model Context Protocol (MCP) server that enables AI assistants to interact with yo…

  • A comprehensive Model Context Protocol (MCP) server that enables AI assistants to control Unreal E…

  • A Model Context Protocol server for Wix AI tools

View all MCP Connectors

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/yanhuifair/Godot-MCP'

If you have feedback or need assistance with the MCP directory API, please join our Discord server