MCP server for Godot 4.x enabling headless editing and runtime control via injected UDP bridge.
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent โ or use 1-click editor setup below.
We haven't yet run this listing's install command through our automated sandbox check. This isn't a red flag โ we're steadily working through the catalog.
๐ก Paste the JSON block into your client's configuration file under mcpServers, then restart the application.
Inspect callable tools, capabilities, and parameters exposed to AI agents by Godot MCP Runtime.
A lightweight MCP server that pairs comprehensive headless editing with full runtime control over a Godot 4.x project. Scene, node, autoload, and validation ops cover everything short of the most niche corners of the engine; the runtime bridge adds screenshots, input simulation, UI discovery, and live GDScript against the running scene tree.

No addon required. Most Godot MCP servers that offer runtime support ship as a Godot addon, something you install into your project, commit to version control, and manage as a dependency. Use npx and there's no install or setup needed.
Think of it as Playwright MCP, but for Godot. This does the same thing for games: run the project, take a screenshot, simulate input, read what's on screen, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.
[!NOTE] This is not a playtesting replacement. It doesn't catch the subtle feel issues that only a human notices, and it won't tell you if your game is fun. What it does is let an agent confirm that a scene loads, a button responds, a value updated, a script ran without errors. The ability to check work is crucial for AI driven workflows.
Built for agents. Every tool is purpose-built and self-documenting. When something fails, the response tells the agent how to fix it; when something succeeds, it points toward the next step. The result is an AI that stays unstuck and self-corrects without needing you to nudge it along.
Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, validate GDScript. All the standard operations, no editor window required.
Runtime bridge. When run_project or attach_project is called, the server injects McpBridge as an autoload. This opens a localhost-only TCP listener (both auto-select a free port when bridgePort is omitted; pass bridgePort to pin a specific port) and enables:
responseMode: 'full' for pixel-perfect or 'path_only' to skip the inline imageprofiling: true at launch, capture Godot's own profiler and rank the most expensive GDScript functions by own or inclusive time, with source locations and per-frame averagesBackground mode. Pass background: true to run_project and the Godot window moves off-screen (positioned at (-9999, -9999)) with physical input blocked: borderless, unfocusable, mouse-passthrough. Programmatic input, screenshots, and all runtime tools work exactly the same. Useful for automated agent-driven testing where the window shouldn't be visible or interactive.
Manual attach mode. When something other than MCP launches the game (a CI pipeline, an external debugger, your own shell), call attach_project first. It injects the bridge and marks the project active without spawning Godot, so when you launch the game manually, runtime tools work against it. Use detach_project when done.
[!IMPORTANT]
get_debug_outputis unavailable in attached mode. stdout and stderr only flow through processes MCP started itself, so when Godot is launched externally there's no captured output to return. Userun_projectif you need the debug stream.
The bridge cleans itself up automatically when stop_project or detach_project is called. No leftover autoloads, no modified project files.
The Godot MCP space splits on two axes: whether a server can drive a running game (runtime) or only edit files, and what it costs your project to do so. Most servers that offer real runtime control ship as a Godot addon you install and commit to version control, or as a custom engine you download. This one injects a bridge transiently and removes it on shutdown, so you get full live-game control against stock Godot with nothing left in your repo.
| Server | Live-game runtime | Footprint | License | Price |
|---|---|---|---|---|
| Godot MCP Runtime | Full: screenshots, input, live scene tree, script exec | Zero (npx, no committed addon) | MIT | Free |
| Summer Engine | Full | Custom engine download + sign-in | MIT layer / proprietary engine | Free core, paid cloud |
| tugcantopaloglu/godot-mcp | Full | Committed autoload addon | MIT | Free |
| Godot MCP Pro | Full | Committed editor addon | Proprietary | $15 |
| GDAI MCP | Editor-mediated | Committed editor addon | Proprietary | $19 |
| Coding-Solo/godot-mcp | No (launch + debug output) | Zero (npx) | MIT | Free |
Among servers with full live-game control, Godot MCP Runtime pairs a zero-footprint install (no addon committed to version control, no custom engine, no account) with a single npx command, and it has shipped this transient-autoload runtime bridge since February 2026. One other project, Vollkorn-Games/godot-mcp, independently arrived at the same design at the same time and is the only other server in this niche; it's earlier-stage and installs from source rather than npm. For the full field of ~20 servers with a source for every claim, see docs/comparison.md.
That's it. No Godot addon, no project modifications.
Add the following to your MCP client config. Works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.
Zero-install via npx (recommended):
Or install globally:
Or clone from source:
[!TIP] Prefer pnpm? All three install paths work with pnpm. Substitute
pnpm dlx godot-mcp-runtimefornpx -y godot-mcp-runtime,pnpm add -g godot-mcp-runtimefor the global install, orpnpm install && pnpm run buildfor the source build. pnpm ships stronger defaults against npm supply-chain attacks; see pnpm's supply chain security guide.
If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it.
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