Godot Universal MCP
Godot Universal MCP is a local-first Model Context Protocol server and Godot addon pair for AI-assisted Godot 4 development. It connects MCP-capable clients such as GitHub Copilot to a running Godot editor and optional debug runtime bridge.
What is Godot Universal MCP?
The project provides:
- A Node.js MCP server that speaks stdio to your AI client.
- A Godot editor plugin that exposes scene, node, project, and play-mode operations.
- An optional runtime autoload for debug-time inspection during gameplay.
- Configuration, docs, and examples for reproducible setup.
Quick start
Windows PowerShell
git clone <repository-url>
cd GodotMCP
.\scripts\install.ps1
Then copy addons\godot_universal_mcp into your Godot project, enable the plugin, and point your MCP-compatible client at the generated .mcp.json.
Linux bash
git clone <repository-url>
cd GodotMCP
./scripts/install.sh
Then copy addons/godot_universal_mcp into your Godot project, enable the plugin, and configure your MCP client to launch npx -y godot-universal-mcp.
Architecture overview
AI client <-> MCP stdio server <-> localhost TCP <-> Godot editor/runtime
- The MCP server handles tool registration, request validation, and response formatting.
- The editor bridge exposes safe editor automation on
127.0.0.1:9500by default. - The runtime bridge exposes debug-only inspection on
127.0.0.1:9501by default.
For more detail, see docs/ARCHITECTURE.md.
VS Code / GitHub Copilot setup
Use either .mcp.example.json or .vscode/mcp.example.json as your starting point:
{
"servers": {
"godot-universal": {
"type": "stdio",
"command": "npx",
"args": ["-y", "godot-universal-mcp"]
}
}
}
See docs/COPILOT_SETUP.md for a guided flow.
How to enable the Godot plugin
- Copy
addons/godot_universal_mcpinto your Godot project'saddons/directory. - Open Project > Project Settings > Plugins.
- Enable Godot Universal MCP.
- Confirm the dock appears and the editor bridge starts.
- Optionally enable the runtime autoload for gameplay inspection.
More details: docs/GODOT_PLUGIN.md.
Safety model
Godot Universal MCP is designed for local development use:
- Bridges bind to
127.0.0.1by default. - Runtime inspection is intended for debug/editor builds only.
- Remote access and eval-style capabilities should remain disabled unless explicitly needed.
- AI-generated actions should be reviewed before applying destructive changes.
See SECURITY.md and docs/SECURITY.md.
Tool categories
| Category | Example tools | Notes |
|---|---|---|
| Editor inspection | editor.get_status, editor.get_scene_tree, editor.get_node |
Best for scene understanding and project context. |
| Editor actions | editor.set_node_property, editor.save_all, editor.open_scene |
Intended for local editor automation. |
| Project control | editor.run_project, editor.stop_project, editor.filesystem_scan |
Helps coordinate iteration loops. |
| Runtime inspection | runtime.get_status, runtime.get_tree, runtime.get_property |
Debug-only visibility into the running game. |
| Runtime control | runtime.set_property, runtime.pause, runtime.resume, runtime.screenshot |
Powerful tools; use conservatively. |
See docs/TOOL_REFERENCE.md for the full reference.
Troubleshooting
- Plugin missing in Godot: verify the addon path and re-scan the filesystem.
- MCP client cannot connect: confirm the plugin is enabled and the editor bridge port is available.
- Runtime tools unavailable: ensure the runtime autoload is enabled in a debug/editor build.
Full guide: docs/TROUBLESHOOTING.md.
FAQ
Does this bundle Godot?
No. You must install Godot separately.
Does it work in production builds?
The runtime bridge is intended for debug/editor builds, not production deployment.
Do I need VS Code?
No. Any MCP-compatible client can launch the stdio server.
Is remote access enabled by default?
No. The default posture is localhost-only and safety-first.
Additional documentation
- Install on Windows
- Install on Linux
- Runtime bridge
- Roadmap
- Contribution guide
License
Licensed under the MIT License. See LICENSE, NOTICE.md, and THIRD_PARTY_NOTICES.md.