Godot MCP (Model Context Protocol)

Project Overview

Godot MCP provides a comprehensive, production-ready integration between Large Language Models (LLMs) and the Godot Engine (versions 4.x). It creates a unified Model Context Protocol interface allowing AI assistants to intelligently read, write, and manipulate Godot project files, interact with the live Godot Editor, and perform End-to-End (E2E) testing on running games. By consolidating multiple AI-to-Godot features into a single robust toolkit, Godot MCP dramatically lowers the friction of AI-assisted game development.

Installation & Usage

1. Prerequisites

  • Node.js (v18 or higher)
  • Godot Engine 4.x
  • Supported MCP client (e.g., Claude Desktop)

2. Setup the Server

git clone https://github.com/6NineLives/godot-mcp
cd godot-mcp/server
npm install
npm run build

3. Configure the MCP Client (Claude Desktop Example)

Add the following configuration to your mcp config json:

{
  "mcpServers": {
    "godot-mcp": {
      "command": "node",
      "args": ["<ABSOLUTE_PATH_TO_GODOT_MCP>/server/dist/index.js"],
      "env": {
        "GODOT_PATH": "<OPTIONAL_ABSOLUTE_PATH_TO_GODOT_EXECUTABLE>"
      }
    }
  }
}

4. Godot Addon Installation

  1. Open your Godot project.
  2. Copy the addons/godot_mcp folder from this repository into your project's addons/ directory.
  3. Ensure the godot_mcp plugin is enabled in Godot via Project > Project Settings > Plugins.
  4. Start your MCP Client. The server will seamlessly connect to the Godot WebSocket.

Feature List

  • Live Editor Manipulation: Modify nodes, properties, and scenes in real-time within the Godot Editor.
  • Deep Project Context: Read and analyze scripts, scene structures (.tscn), and project files dynamically.
  • Version-Aware Godot Docs: Automatically query Godot documentation matching your specific engine version.
  • End-to-End Game Bridge testing: Play, test, and assert logic in live running games via simulated inputs and state queries.
  • Advanced Diagnostics: View diagnostics, validate scenes, and debug live errors automatically.
  • Consolidated Architecture: Minimal tool footprint heavily utilizing action parameters to conserve AI context windows.
  • Auto-Screenshot Loop: Periodically captures visual screenshots of the editor or running game state to provide AI with continuous visual context.
  • Bug Fix Loop: Automatically collects stack traces from the Godot engine, analyzes runtime errors, and iteratively proposes code fixes.
  • Scene Tree Viewer: Interactive web-based visualizer for inspecting the live Godot scene tree and node properties via a browser.
  • Intelligent Path Detection: Seamlessly detects correct Godot project paths and environment variables, even when loaded via external IDEs.
  • Robust Connection Handling: Enterprise-grade WebSocket connections featuring command queuing, exponential backoff, and large payload buffering.
  • Universal Asset Resolution: Resolves internal Godot UUIDs (uid://... or .uid files) dynamically to absolute file paths, ensuring seamless AI context mapping.

MCP Tools Reference

Tool Name Description Key Parameters
manage_project Project-level operations action (info, tree, stats), directory
manage_project_config Modify project.godot or export settings action (read, write), section, key, value
manage_asset Resolve or inspect asset paths and UUIDs action (resolve, get_uid), file_path, uid
manage_script Create, read, update, or analyze GDScripts action (create, read, edit), file_path, content
manage_scene Scene-level operations action (open, save, run, structure), scene_path
manage_node Node-level edits within the live editor action (create, delete, update, get), node_path, properties
manage_physics Inspect or edit physics shapes and layers action (get_layer, set_layer), node_path
manage_animation Control AnimationPlayers in the editor action (get_list, play, stop), node_path, anim_name
manage_ui Inspect or modify Control nodes action (get_theme, set_anchors), node_path
manage_audio Audit or manipulate audio streams action (get_buses, set_volume), bus_name
manage_signal Connect or disconnect Godot signals action (connect, disconnect), source_node, signal_name, target_node, method_name
manage_game_bridge Connect to or configure a live running game action (status, reset, ping)
game_scene Get node trees from the running game action (get_tree, get_node), node_path
game_input Simulate input events in the running game action (press, release, mouse_move), input_name
game_state Query properties and execution state action (get_property, call_method), node_path, property
game_wait Pause execution to wait for visual updates action (wait_frames, wait_seconds), amount
godot_docs Query Godot Engine documentation action (search, get_class), query
execute_editor_script Run arbitrary GDScript within the editor script_code
visualize_project Launch the web-based project visualizer port
capture_vision Capture screenshots of the editor (if supported) format, quality
inspect_project Deep-scan relations and usages action (find_usage), target
debug_project Fetch logs and stack traces action (get_errors, clear_logs)
validate_scene Check for broken dependencies scene_path
run_and_verify Workflow tool to execute and assert correctness scene_path, assertions
get_project_diagnostics Aggregate warnings across the ecosystem include_warnings
search_project Full-text or regex search across scripts query, use_regex, file_pattern
semantic_search Search code by semantic meaning query, threshold
get_project_assets Get a comprehensive list of assets resource_type
get_project_context Retrieve summarized current working context depth

Acknowledgements

This project builds upon the foundational work of several existing Model Context Protocol (MCP) implementations for the Godot Engine. We would like to express our gratitude to the original maintainers and communities behind these repositories:

We sincerely thank the original maintainers, contributors, and the broader Godot and open-source communities who laid the groundwork for these tools. Their specialized prototypes proved the viability of connecting Large Language Models to Godot via MCP and provided essential insights that made this unified, production-ready toolchain possible.

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