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Godot MCP Runtime

by Erodenn

Controls Godot 4.x projects through headless scene editing and a temporary runtime bridge for testing.

Install Godot MCP Runtime

Pick your client, then add it in one click or paste the config.

STDIONode.js
~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "erodenn-godot-mcp-runtime": {
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp-runtime"
      ]
    }
  }
}

Settings → Developer → Edit Config, merge this into mcpServers, then fully quit and reopen Claude Desktop.

Automated check passed— started and listed 39 tools correctly (24d ago).

Overview

Erodenn/godot-mcp-runtime MCP server connects AI agents to Godot 4.x projects for headless scene editing and live-game control. It uses MCP tools to inspect and modify project files, launch or attach to a running game, inject a temporary localhost bridge, and exchange runtime data over UDP. Runtime features include screenshots, simulated input, UI discovery, live GDScript execution, and captured debug output for spawned processes. Reach for it when an agent needs to build Godot scenes and verify behavior without installing a permanent Godot addon.

Use cases

  • Create and modify Godot scenes without opening the editor
  • Run a project and verify UI behavior with simulated input
  • Inspect live controls and capture viewport screenshots
  • Execute diagnostic GDScript against a running scene tree
  • Read project files, settings, dependencies, and autoloads

Key features

  • Headless Godot 4.x scene and node editing
  • Temporary runtime bridge for live projects
  • Screenshot capture and UI discovery
  • Batched keyboard, mouse, action, and text input
  • Live GDScript execution with SceneTree access
  • Project inspection and captured debug output

Tools39

What Godot MCP Runtime lets your agent do. Expand a tool for its parameters.

Verified live~11.7k tokens of context

Security & health

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20/20 checks healthy over the last 79d

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Scanned 8d ago via OSV.dev · godot-mcp-runtime (npm)

Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars95Stargazers on the source repository.
npm downloads1.2kPackage downloads in the last 30 days.
Last commit18d agoMost recent push to the default branch.
Availability100%Our rolling endpoint + install checks that succeeded.
Install checkPassedOur sandbox started it and listed its tools.
Tools exposed39Callable tools this server registers over MCP.
Directory activity9 viewsConfig copies, upvotes, and views on AllMCPs.

How Godot MCP Runtime works

What Erodenn/godot-mcp-runtime MCP server does

Erodenn/godot-mcp-runtime MCP server gives an MCP client access to Godot 4.x project files and running games. It supports headless project inspection and editing, including scene creation, node insertion and deletion, property updates, script attachment, autoload management, project settings inspection, dependency analysis, file searches, and project discovery.

For runtime work, the server can start a Godot project itself or prepare an externally launched process for attachment. Once connected, an agent can capture the viewport, inspect Control nodes, send keyboard and mouse events, trigger Godot actions, type text, wait between actions, and execute GDScript against the live SceneTree.

How it works

The Erodenn/godot-mcp-runtime MCP server uses run_project to launch a project as a child process and capture its standard output and error streams. It verifies that the injected bridge is responding before reporting success. attach_project is intended for games launched by a shell, CI job, or another tool; it must be called before Godot starts so the process reads the injected autoload during startup.

The runtime bridge listens locally and uses an automatically selected port unless a specific port is supplied. Runtime operations require an active session. Scene-editing operations are blocked while a runtime session for the project is active, reducing the chance of conflicting file changes. Cleanup is handled by stop_project, detach_project, process exit detection, or server shutdown. Bridge artifacts are stored under .mcp/godot-runtime/, and the server adds that directory to .gitignore.

Setup and configuration

Run the server with Node.js 20 or newer and Godot 4.x. The documented setup requires no Godot addon and no project-side installation. Configure an MCP client to start the package through the standard Node-based MCP command described by the repository.

Use run_project when the server should own the Godot process. Use attach_project when another process must launch it. Call stop_project after spawned runtime work, or detach_project when an externally launched game should remain running. Set profiling at launch when profiler data is needed. Background mode can move a spawned window off-screen while retaining programmatic screenshots and input.

Tools and capabilities

The Erodenn/godot-mcp-runtime MCP server exposes tools for:

  • Discovering projects, files, scenes, dependencies, settings, autoloads, and node properties.
  • Creating scenes and editing nodes, properties, textures, scripts, and MeshLibrary exports.
  • Applying multiple scene mutations in one operation and deleting selected nodes.
  • Launching, attaching to, inspecting, and stopping Godot runtime sessions.
  • Taking PNG screenshots with preview, full-image, or path-only responses.
  • Discovering UI controls and simulating keys, mouse input, actions, text, waits, and element clicks.
  • Running custom GDScript with access to the live scene tree.
  • Reading captured logs from processes started by MCP.

get_ui_elements should be used before click_element actions so the agent can resolve valid node paths or names. Runtime input batches report actions, timing, hit Controls, signals, visible UI changes, and handler errors where captured.

Limitations and notes

This tool is for agent-driven verification, not a replacement for human playtesting. It can confirm that scenes load, controls respond, values change, and scripts run, but it does not assess whether a game feels enjoyable.

Debug output is available for projects launched with run_project, not for externally launched attached sessions. create_scene, node-editing tools, and related file mutations fail while a runtime session is active for the project. Autoload changes should be validated carefully because a broken autoload can prevent later headless operations from starting. The editor-opening tool only starts the GUI for a human; it does not provide programmatic editor control.

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Frequently Asked Questions about Godot MCP Runtime

Erodenn/godot-mcp-runtime is an MCP server that connects AI agents to Godot 4.x projects. Its main tools edit scenes and nodes headlessly, launch or attach to running games, capture screenshots, simulate input, discover UI elements, execute live GDScript, and inspect project files, settings, autoloads, dependencies, and debug output.

Install it by configuring your MCP client to run the Node-based package with Node.js 20 or newer. The setup requires Godot 4.x but does not require a Godot addon or project modification.

Yes, it works without a permanent Godot addon. The server injects a temporary runtime bridge when launching or attaching to a project and removes the bridge state during cleanup.

First call `get_ui_elements`, then pass a discovered node name or path to `simulate_input` with a `click_element` action. The tool can also send keys, mouse events, Godot actions, text, and timed waits in sequential batches.

No, `get_debug_output` only reads stdout and stderr from projects launched with `run_project`. Attached sessions do not provide captured process output, although other runtime tools can still interact with the running game.

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