Godot MCP
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300+ tools that connect AI assistants directly to the Godot editor. Build scenes, write scripts, test gameplay — all through natural language.
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- Author
- keeveeg
- Categories
- Developer Tools, Other, Media
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Setup
Install Godot MCP in your MCP client (Claude Desktop, Cursor, Windsurf, and others).
Repository: https://github.com/keeveeg/godot-mcp
Follow the installation instructions in the repository README, then restart your MCP client.
AI-powered game development for Godot Engine via Model Context Protocol
🌐Website· 📋Tools Catalog· 💬GitHub· 📦Releases
Godot MCP connects AI assistants (Claude, Cursor, VS Code Copilot, OpenCode, and any MCP-compatible client) directly to the Godot editor. It exposes 300+ tools across 40+ modules, covering everything from scene construction and node manipulation to runtime inspection, input recording, physics setup, animation authoring, project export, addon management, debugging, and platform-specific configuration.
The AI can read your scene tree, create nodes, write scripts, simulate gameplay input, capture screenshots, run assertions, and batch-modify properties across scenes, all through a single WebSocket bridge.
This project was developed with the help of multiple AI models: MiMo-V2.5-Pro, DeepSeek V4 Pro, DeepSeek V4 Flash, and Qwen 3.7 Plus.
- Features
- Architecture
- Installation
- Configuration
- Troubleshooting
- 300+ toolsfor complete Godot development workflows
- Real-time scene manipulation— add, delete, move, rename, and reconfigure nodes without leaving your AI chat
- Runtime game inspection— query the live scene tree, read/write properties during gameplay, execute GDScript in the running game
- Input recording and replay— record player sessions, replay at variable speed, simulate keyboard/mouse/action input
- Visual testing with screenshots— capture editor and game viewport screenshots for visual regression checks
- Animation authoring— create clips, add tracks, set keyframes, build state machines and blend trees
- Physics setup— add bodies, collision shapes, raycasts, physics materials; configure layers/masks
- Audio management— add players, configure bus layouts, insert effects (reverb, delay, chorus, etc.)
- Navigation— set up regions, agents, bake navmeshes, query pathfinding between points
- TileMap editing— set cells, fill rectangles, clear areas, read tile data
- Theme and shader tools— create themes, set colors/fonts/styleboxes; create, edit, and validate shaders
- Batch operations— find nodes by type, set properties across scenes, detect circular dependencies
- Testing framework— run multi-step test scenarios, assert node state, check screen text, run stress tests
- Undo/redo support— all editor mutations go through Godot's built-in undo system
- Auto port scanning— server and plugin negotiate on ports 6505-6514 automatically
- Zero project modification— installs as a standard Godot plugin, no engine changes required
MCP Client (Claude, Cursor, VS Code, OpenCode) │ stdio (JSON-RPC 2.0) ▼ Node.js MCP Server (TypeScript) │ WebSocket (JSON-RPC 2.0) ▼ Godot Editor Plugin (GDScript) ├── Command Router → 40+ command modules → 300+ tools ├── UndoRedo Helper └── Runtime Autoload (mcp_runtime.gd) — scene tree queries, property R/W, input simulation, screenshot capture, signal watching
Data flow:AI client sends a tool call over stdio → MCP server looks up the tool in the registry → forwards via WebSocket to the Godot plugin → command router dispatches to the correct module → module calls Godot Editor API (with undo/redo) → result flows back to the AI client.
See thewebsitefor a detailed architecture diagram.
- Godot 4.x(tested with 4.7)
- An MCP-compatible AI client (Claude Desktop, Cursor, VS Code with Copilot, OpenCode, etc.)
After enabling, the plugin scans ports 6505-6514 for a running MCP server. Once connected, theMCPtab appears in the bottom panel showing connection status and activity log.
Add the following to your MCP client's configuration file:
{ "mcpServers": { "godot": { "command": "npx", "args": ["-y", "@keeveeg/godot-mcp"] } } }
For local development, use the full path:
{ "mcpServers": { "godot": { "command": "node", "args": ["/path/to/godot-mcp/server/dist/index.js"] } } }
{ "mcp": { "godot": { "type": "local", "command": ["npx", "-y", "@keeveeg/godot-mcp"] } } }
Create agodot_mcp_config.jsonfile in your Godot project root to selectively disable tools:
{ "enabled_tools": { "delete_scene": false, "reload_project": false, "execute_editor_script": false } }
Tools not listed in the config are enabled by default. The plugin reads this file on startup.
All 300+ tools across 40+ modules are documented in theTools Catalogwith searchable descriptions and category groupings.
"Godot editor is not connected"
The MCP server is running but Godot hasn't connected yet.
- Make sure the Godot editor is open with the MCP plugin active
- Check theMCPpanel in Godot's bottom dock for connection status
- Verify no firewall is blocking localhost connections on ports 6505-6514
- Look at Godot's output log for[MCP]messages
"Failed to bind to any port in range 6505-6514"
All ports in the scanning range are occupied.
- Check if another instance of the MCP server is already running
- Kill any stalenodeprocesses:pkill -f "godot-mcp"(Linux/macOS) or use Task Manager (Windows)
- The server will automatically try the next available port
- Useres://prefixed paths (e.g.,res://scenes/main.tscn)
- Useget_filesystem_treeto verify the project structure
- Make sure the Godot project is the one you think it is (checkget_project_info)
"Request timed out after 30000ms"
- The editor may be busy (compiling, loading a large scene)
- Check if a dialog is blocking the editor (the plugin auto-dismisses most dialogs during gameplay)
- Try the request again — for large operations, the editor may need more time
- Verify theaddons/godot_mcp/directory is in the correct location
- Go toProject → Project Settings → Pluginsand check if Godot MCP appears
- If it appears but is disabled, enable it
- Check for GDScript errors in the output log
- TryProject → Reload Current Project
Themcp_runtime.gdautoload must be present for runtime tools to work. The plugin registers it automatically, but verify:
- Openproject.godotand check the[autoload]section
- You should see:mcp_runtime="res://addons/godot_mcp/services/mcp_runtime.gd"
- Important: Do NOT use theprefix — themeans "editor only" and the autoload won't load in-game
- Check Godot's output log for[MCP Runtime] Loaded and ready for IPC
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