# Godot-MCP [Health: Active]

**Category:** 🎮 Gaming  
**Repository:** https://github.com/IvanMurzak/Godot-MCP  
**GitHub Stars:** 300  
**Views:** 0  
**Installs:** 0  
**Upvotes:** 0  
**Directory Page:** https://allmcps.com/mcp/godot-mcp-6

## Description
Godot Engine editor plugin (C#) exposing AI tools over MCP, with optional cloud connection to ai-game.dev.

## Tools
Capabilities this server exposes over MCP:

- **ping** — Lightweight readiness probe; echoes a message back, or returns `pong`. A **System tool**: call it
- **rql-query** — Read-only RQL query, compact rows: `nodes | where class == "OmniLight3D" | select name props["light_energy"]`.
- **rql-mutate** — RQL query ending with `set` / `call`: `nodes | where name starts-with "Enemy" | set Visible = false`,
- **rql-schema** — The sources, functions and node classes in the edited scene; with a type name its members,
- **script-read** — Read a `.cs` / `.gd` script file.
- **script-create** — Create a new script file.
- **script-update** — Update an existing script file's contents.
- **script-delete** — Delete a script file.
- **script-attach-to-node** — Attach a script to a node.
- **script-validate** — Validate GDScript (.gd) files and return structured parse/compile diagnostics.
- **script-execute** — Compile and run C# in the editor (Roslyn, via [Code-Exec](https://github.com/IvanMurzak/Code-Exec)):
- **screenshot-viewport** — Capture the editor viewport as a PNG.
- **screenshot-camera** — Capture from a specific camera.
- **screenshot-isolated** — Render a node in isolation from a chosen angle.
- **console-get-logs** — Read the plugin's collected logs (with filtering). This includes the
- **console-clear-logs** — Clear the collected log cache.
- **reflection-method-find** — Find C# methods (including private) across every loaded assembly.
- **reflection-method-call** — Call any C# method with input parameters and get the result.
- **session-close** — Save and quit an editor started by `godot-cli` (`exec`, `open --headless`): open scenes that have
- **runtime-errors-get** — Read captured in-game runtime errors (oldest-first, newest-kept page); poll only new errors via `sinceSequence`. Returns `available:false` when capture was never enabled, so an empty list is never mistaken for health.
- **runtime-errors-clear** — Clear the captured in-game runtime-error buffer (a no-op when capture is not enabled); the monotonic sequence counter is preserved.
- **godot-skill-create** — Write a new C# (`.cs`) MCP tool file into the project. The tool becomes callable once the project is rebuilt (Godot builds C# out-of-band).
- **godot-skill-generate** — Regenerate every `SKILL.md` from the tools currently registered in the editor, into the selected AI agent's skills folder.

## Claude Desktop Quick Installation
No confirmed install details yet, so no config is published. Follow the setup steps in the repository above.

## Documentation

## What Godot-MCP does

Godot-MCP MCP server exposes Godot Editor operations as MCP tools through a C# addon. An MCP-aware agent can inspect a project and make structured changes to its scene tree, nodes, properties, scenes, resources, and scripts. The addon supports both C# and GDScript files, including reading, creating, updating, and attaching scripts to nodes.

The project includes 23 built-in tools organized into nine tool families. RQL provides a common query and mutation interface for editor data, including bulk operations that are undoable and all-or-nothing. Agents can also capture viewport, camera, and isolated-node screenshots for visual inspection. Method calls can target Godot APIs and GDScript methods; while a game is running, C# methods can be located and called through ReflectorNet.

## How it works

The Godot addon runs inside the editor and exposes its operations to an MCP server. The server can connect through the hosted ai-game.dev backend or a server operated by the developer. The README describes the hosted route as the default path and also documents self-hosted use.

An agent such as Claude, Cursor, Codex, Copilot, Gemini, or another MCP-aware client sends requests to the configured MCP endpoint. The Godot editor performs the corresponding operation against the open project and returns the result, including captured images where applicable. Godot-MCP MCP server therefore depends on the editor addon being installed and the project being opened, rather than functioning as a standalone project-file utility.

## Setup and configuration

The supported quick-start path uses the `godot-cli` npm package. Install the CLI globally, optionally create a new Godot C# project, and run `godot-cli install-plugin` against the project directory. That command downloads the addon from a matching release, updates the project’s C# configuration with required NuGet packages and an extension-catalog resource, and enables the plugin.

Run `godot-cli login` to authenticate with ai-game.dev using an OAuth 2.1 device flow. The credential is saved for the machine and adopted by the editor plugin. Next, `godot-cli setup-mcp` writes configuration for a selected agent; it can pin the configuration to the current project’s cloud route or produce an unpinned URL. `godot-cli open` builds the C# assembly, opens the editor, and supplies the required `GODOT_MCP_*` settings. `godot-cli wait-for-ready` checks that the plugin is responding.

For offline or development work, `install-plugin --source` copies the addon from a local path. A specific addon release can be selected with `--version`, and manual addon and NuGet setup is also available in the project documentation.

## Tools and capabilities

Godot-MCP MCP server supports the following documented operations:

- Query and edit scene trees, nodes, properties, `.tscn` scenes, and `.tres` or `.res` resources.
- Read, create, update, and attach C# or GDScript files.
- Invoke Godot methods, including GDScript methods.
- Find and call C# methods in a running game through ReflectorNet.
- Capture viewport, camera, and isolated-node screenshots.
- Apply bulk editor changes as undoable, all-or-nothing operations through RQL.

## Limitations and notes

The addon targets Godot 4.3 or newer with C#/.NET support and uses .NET 8. The material describes editor and runtime support, but the primary workflow is centered on the Godot Editor. Cloud access is optional only when a self-hosted server is configured. The README does not specify individual `GODOT_MCP_*` variable names, so those settings should be generated through the CLI or taken from the project’s configuration instructions.

_Full upstream README: https://allmcps.com/mcp/godot-mcp-6/readme_

