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Godot MCP

Provides a comprehensive integration between LLMs and the Godot Engine, enabling AI assistants to intelligently manipulate project files, scripts, and the live editor. It supports advanced workflows including version-aware documentation querying, automated E2E game testing, and real-time visual context capture.

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Updated
Mar 1, 2026
Validated
Mar 3, 2026

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 NameDescriptionKey Parameters
manage_projectProject-level operationsaction (info, tree, stats), directory
manage_project_configModify project.godot or export settingsaction (read, write), section, key, value
manage_assetResolve or inspect asset paths and UUIDsaction (resolve, get_uid), file_path, uid
manage_scriptCreate, read, update, or analyze GDScriptsaction (create, read, edit), file_path, content
manage_sceneScene-level operationsaction (open, save, run, structure), scene_path
manage_nodeNode-level edits within the live editoraction (create, delete, update, get), node_path, properties
manage_physicsInspect or edit physics shapes and layersaction (get_layer, set_layer), node_path
manage_animationControl AnimationPlayers in the editoraction (get_list, play, stop), node_path, anim_name
manage_uiInspect or modify Control nodesaction (get_theme, set_anchors), node_path
manage_audioAudit or manipulate audio streamsaction (get_buses, set_volume), bus_name
manage_signalConnect or disconnect Godot signalsaction (connect, disconnect), source_node, signal_name, target_node, method_name
manage_game_bridgeConnect to or configure a live running gameaction (status, reset, ping)
game_sceneGet node trees from the running gameaction (get_tree, get_node), node_path
game_inputSimulate input events in the running gameaction (press, release, mouse_move), input_name
game_stateQuery properties and execution stateaction (get_property, call_method), node_path, property
game_waitPause execution to wait for visual updatesaction (wait_frames, wait_seconds), amount
godot_docsQuery Godot Engine documentationaction (search, get_class), query
execute_editor_scriptRun arbitrary GDScript within the editorscript_code
visualize_projectLaunch the web-based project visualizerport
capture_visionCapture screenshots of the editor (if supported)format, quality
inspect_projectDeep-scan relations and usagesaction (find_usage), target
debug_projectFetch logs and stack tracesaction (get_errors, clear_logs)
validate_sceneCheck for broken dependenciesscene_path
run_and_verifyWorkflow tool to execute and assert correctnessscene_path, assertions
get_project_diagnosticsAggregate warnings across the ecosysteminclude_warnings
search_projectFull-text or regex search across scriptsquery, use_regex, file_pattern
semantic_searchSearch code by semantic meaningquery, threshold
get_project_assetsGet a comprehensive list of assetsresource_type
get_project_contextRetrieve summarized current working contextdepth

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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