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Health: ActiveRecent health check succeeded.Last checked 8/11/2026, 12:00:03 AM

Funplay Godot MCP

Enrichment pendingWe havenโ€™t run our AI enrichment pass on this listing yet, so the overview, use cases, and FAQ below may be sparse or missing. We work through the catalog over time โ€” check back soon.
View Repository30 GitHub StarsTotal stargazers on GitHub for the source repository (30 stars).

stdio bridge for the local Godot Editor MCP server from FunplayAI/funplay-godot-mcp.

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent โ€” or use 1-click editor setup below.

Add to CursorAdd to VS Code
Not yet automatically verified

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Manual Client & Custom JSON ConfigExpand JSON โ–พ

Install Config Generator

Choose your client
claude_desktop_config.json
{
  "mcpServers": {
    "funplay-godot-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "funplay-godot-mcp@0.10.0"
      ]
    }
  }
}

๐Ÿ’ก Paste into ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows)

Install Directory Badge Claim listing Alternatives๐Ÿ’ป More in Developer Tools

Documentation Overview

Funplay MCP for Godot

The Most Advanced MCP Server for Godot Editor

Godot 4.2+ License: MIT MCP Compatible Editor Only

Godot Asset Store ยท ไธญๆ–‡ | English

๐Ÿ’– If you find this project useful, please consider giving it a Star. It helps more Godot developers discover it and supports ongoing development.


Funplay MCP for Godot is an MIT-licensed Godot Editor MCP server that lets AI assistants like Claude Code, Cursor, Windsurf, Codex, and VS Code Copilot operate directly inside your running Godot project.

The addon works in standard Godot 4.2+ projects and is also usable in Godot .NET projects. The current implementation is GDScript-based, and the exported script tools are language-aware: GDScript projects see GDScript workflows, .NET projects see C#/.NET workflows, and mixed projects expose both where useful.

Describe your game or tool in one sentence โ€” your AI assistant builds it in Godot through Funplay MCP for Godotโ€™s built-in tools for scene creation, script generation, UI authoring, play-mode validation, input simulation, animation setup, camera control, performance inspection, and editor automation.

"Build a top-down shooter HUD with health, ammo, pause menu, and hit flash feedback"

Your AI assistant handles it through Funplay MCP for Godot: creates the scene structure, generates scripts, builds the Control tree, wires signals, configures animations, and validates the workflow โ€” all from a single prompt.

Quick Start

If you just want to get connected fast, do these three things:

  • Open the project or copy addons/funplay_mcp into your own Godot project
  • Enable the plugin and start the MCP server
  • Use the built-in one-click client configuration

1. Install the addon

You can either:

  • install it from the Godot Asset Store,
  • download Funplay.GodotMcp.vX.Y.Z.zip from the latest GitHub Release and extract it into your project root,
  • clone this repository and open it directly as a Godot project, or
  • copy addons/funplay_mcp into your own Godot res://addons/ directory

๐Ÿ’ก Before you clone or install, a quick โญ on GitHub would be greatly appreciated.

2. Enable and start the MCP Server

In Godot:

  • open Project โ†’ Project Settings โ†’ Plugins
  • enable Funplay MCP for Godot
  • use the Funplay MCP dock on the right side

The server starts on http://127.0.0.1:8765/ by default. If that port is already occupied, it automatically picks another free local port and saves it to user://funplay_mcp_settings.cfg. Local MCP POST requests require the per-project auth token stored in user://funplay_mcp_settings.cfg; the dock writes it into generated stdio client configs automatically. Authenticated clients can run high-impact editor tools, including execute_code; keep the server enabled only while working with trusted local clients and leave safety checks on unless you intentionally need to override them. The dock also shows the installed addon version and includes a Check Updates action that opens the latest GitHub Release when a newer version is available. Use the Language selector at the top of the dock to switch between English and Simplified Chinese. The choice is saved in user://funplay_mcp_settings.cfg and restored the next time the project opens.

3. Configure Your AI Client

Use the built-in One-Click MCP Configuration in the Funplay MCP dock first.

Select your target client, click Configure, and the addon writes the recommended MCP config entry for you. Use Configure + Skills when you also want the addon to generate project-local skill files under res://.funplay/skills/ and an AGENTS.md bridge for AI clients that read repository instructions.

If Godot had to pick a different port, use the endpoint shown in the dock. If you prefer to edit config files manually, use the examples below as fallback references:

Claude Code / Claude Desktop
config.json
{
  "mcpServers": {
    "funplay": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "funplay-godot-mcp@0.10.0"],
      "env": {
        "FUNPLAY_GODOT_MCP_URL": "http://127.0.0.1:8765/",
        "FUNPLAY_GODOT_MCP_TOKEN": "<token from Funplay MCP dock>"
      }
    }
  }
}
Cursor
config.json
{
  "mcpServers": {
    "funplay": {
      "command": "npx",
      "args": ["-y", "funplay-godot-mcp@0.10.0"],
      "env": {
        "FUNPLAY_GODOT_MCP_URL": "http://127.0.0.1:8765/",
        "FUNPLAY_GODOT_MCP_TOKEN": "<token from Funplay MCP dock>"
      }
    }
  }
}
VS Code
config.json
{
  "servers": {
    "funplay": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "funplay-godot-mcp@0.10.0"],
      "env": {
        "FUNPLAY_GODOT_MCP_URL": "http://127.0.0.1:8765/",
        "FUNPLAY_GODOT_MCP_TOKEN": "<token from Funplay MCP dock>"
      }
    }
  }
}
Codex
toml
[mcp_servers.funplay]
url = "http://127.0.0.1:8765/"

Optional stdio wrapper

Most clients can connect directly to the addon over HTTP. For clients or registries that prefer stdio packages, this repository also includes an npm-ready wrapper under stdio-wrapper/.

bash
cd stdio-wrapper
npm link
FUNPLAY_GODOT_MCP_URL=http://127.0.0.1:8765/ funplay-godot-mcp

After the wrapper is published to npm, replace npm link with npm install -g funplay-godot-mcp.

Example MCP client entry:

config.json
{
  "mcpServers": {
    "funplay": {
      "command": "funplay-godot-mcp",
      "env": {
        "FUNPLAY_GODOT_MCP_URL": "http://127.0.0.1:8765/"
      }
    }
  }
}

4. Verify the Connection

Open your AI client and try a few safe requests first:

  • "Call get_scene_info and tell me what scene is open."
  • "Read godot://project/context and summarize the current editor state."
  • "Use execute_code to return the active scene name."

If those work, the MCP server, resources, and primary execution tool are connected correctly.

5. Start Building

Open your AI client and try: "Create a 2D HUD with health bar, score label, and pause button"

Before You Start

  • This addon is Editor-only. It does not add runtime components to your exported game.
  • The MCP server starts on http://127.0.0.1:8765/ by default. If the same project already owns that port, the dock attaches to it; otherwise it falls back to another free local port.
  • Local MCP server settings are stored in user://funplay_mcp_settings.cfg.
  • The language selector localizes the Dock UI only; MCP tool names, protocol fields, and generated client configuration identifiers remain stable in English for compatibility.
  • The addon defaults to the core MCP tool profile to reduce tool-list noise for AI clients. Switch to full in the dock if you want the complete tool surface.
  • The dock includes a Tool Exposure panel for disabling individual tools within the active profile, plus optional debug logging and execute_code safety toggles.
  • execute_code safety checks are on by default for common process, filesystem, and project-setting mutations. A reviewed call can pass safety_checks=false.
  • Play-mode requests are deferred until after the MCP response is sent and repeated calls are idempotent. Projects configured for more than one run instance must pass allow_multiple_instances=true; use restart_if_running=true only for an intentional restart, then inspect get_play_state for the confirmed transition.
  • The dock can check GitHub Releases for newer addon versions and surface whether release zip, manifest, SHA256, and server.json artifacts are present.
  • Focused MCP tools run directly. There is no extra approval toggle inside the addon.
  • The built-in dock can copy or write recommended MCP config entries for Codex, Claude Code, Cursor, and VS Code.

Why This Project

  • execute_code First โ€” The addon is optimized around one high-flexibility GDScript execution tool for rich editor/runtime orchestration, now with default-on safety checks for risky snippets
  • Tool Exposure Control โ€” Toggle individual tools from the Godot dock without editing addon code or restarting the project
  • Dock Dashboard โ€” See server state, tool exposure, runtime bridge heartbeat, release readiness, and project map actions inside Godot
  • Bilingual Dock UI โ€” Switch Dock controls, tooltips, and operational status between English and Simplified Chinese with a persisted per-project preference
  • Project Skills โ€” Generate project-local AI guidance files that capture the current endpoint, tool profile, project context, and recommended Funplay workflow
  • Tool Catalog & Help โ€” Query grouped tool catalogs, capability gates, workflow coverage, and task-specific guidance from MCP
  • Project Map & Templates โ€” Inspect scenes, scripts, functions, signals, usage links, a searchable browser graph, and dry-run script refactor plans
  • Runtime Bridge โ€” Optionally install a lightweight autoload for play-mode heartbeat, scene-tree snapshots, node queries, runtime screenshots, input injection, and event history
  • Safe Play Mode Automation โ€” Queue and confirm idempotent start/stop transitions, explicitly opt in to multi-instance runs, simulate input, inspect logs, and validate behavior from the same MCP session
  • Project Context Built In โ€” Exposes live resources for project state, active scene, selection, play state, script errors, logs, and MCP interaction history
  • Focused by Default, Full When Needed โ€” core exposes a compact high-signal toolset; full exposes a broader editor automation surface
  • Single Godot Addon โ€” No extra approval UI, no external Python daemon required for the Godot-side plugin itself
  • Extensible โ€” Add more Godot-specific tools, resources, prompts, and workflow helpers as the repo evolves

Highlights

  • 129 Built-in Tools โ€” Scene editing, PackedScene workflows, language-aware script tools, project maps, script refactor planning, project settings, asset import plans, input map, autoloads, runtime bridge, undo/redo, workflow guidance, files, project skills, play mode control, UI controls, animation, camera, performance, resources, prompts, and editor automation
  • Resources & Prompts โ€” Live project context, dashboard status, JSON and HTML project maps, release readiness, runtime scene-tree snapshots and event history, scene/selection/error resources, language-aware script diagnostics, .NET project resources when applicable, template resources, and reusable workflow prompts
  • Structured Results โ€” JSON tool outputs and tool errors are mirrored into MCP structuredContent, and node/resource summaries include session instance_id values for follow-up calls
  • Input Simulation + View Capture โ€” Drive play mode with action/key/mouse simulation and verify results with captured editor views
  • One-Click Client Configuration โ€” Generate MCP config entries for Codex, Claude Code, Cursor, and VS Code directly from the Godot dock
  • Release + Registry Ready โ€” GitHub Release artifacts are generated with manifests and SHA256 sums, Godot Asset Library packaging notes are included, the npm stdio wrapper is described by server.json, and release readiness is exposed through MCP
  • UI/Control Tooling โ€” Build CanvasLayer and Control hierarchies, set layouts, apply theme overrides, wire signals, and create HUDs through MCP
  • Vendor Agnostic โ€” Works with any AI client that supports MCP: Claude Code, Cursor, Windsurf, Codex, VS Code Copilot, etc.

Comparison With Unity MCP

The table below compares this repository with the public behavior and positioning of FunplayAI/funplay-unity-mcp.

AreaFunplay MCP for GodotFunplay MCP for Unity
Engine-side architectureEmbedded Godot Editor addon with built-in HTTP MCP serverEmbedded Unity Editor package with built-in HTTP MCP server
Extra local prerequisitesGodot addon only for core workflowsUnity package only for core workflows
Primary workflow styleexecute_code first, then focused helper toolsexecute_code first, then focused helper tools
Default tool exposureCompact core profile with optional full expansionCompact core profile with optional full expansion
Built-in context modelProject resources, script error summary, play state, runtime scene tree, runtime events, logs, prompts, interaction historyProject resources, compile errors, play state, logs, prompts, interaction history
UI automationDeep Godot Control / CanvasLayer workflowsUnity Canvas / UI helpers
PositioningLightweight, direct, MIT-licensed Godot MCP server for AI-driven editor controlLightweight, direct, MIT-licensed Unity MCP server for AI-driven editor control

MCP Capabilities

The current open-source package exposes four high-value capability layers:

  • Tools โ€” 129 total registered tools across scene editing, scripts, project maps, project configuration, asset import planning, input map, autoloads, runtime bridge, undo/redo, workflow guidance, files, project skills, UI, animation, camera, diagnostics, and automation. Script-related tools are filtered by detected project language and the dock's Tool Exposure settings.
  • Primary execution โ€” execute_code for rich editor/runtime orchestration, with default-on safety checks, optional object-style context helpers, logs, and change tracking metadata
  • Prompts โ€” workflow prompts like scene_review, feature_plan, runtime_debug, script_patch, ui_layout_plan, architecture_advice, performance_advice, network_template, and template_generate
  • Resources โ€” project context, dashboard status, project map JSON/HTML, scene summaries, selection state, logs, script errors, play state, runtime scene tree, runtime events, release readiness, project features, MCP interaction history, template catalog, and file templates

Built-in Tools

Funplay MCP for Godot currently ships with 129 registered tool functions across major workflow groups. The effective exported script tools are filtered by detected project language and per-tool exposure settings:

CategoryTools
Sceneget_scene_info, get_scene_tree, list_scenes, open_scene, save_scene, save_scene_as, create_new_scene, instantiate_scene, create_packed_scene_from_node, get_packed_scene_info
Nodesget_node_info, find_nodes, select_node, create_node, duplicate_node, rename_node, reparent_node, remove_node, set_node_property, set_node_properties, set_transform_2d, set_transform_3d, set_node_script
Node Reflectionlist_node_properties, list_node_signals, list_node_methods
Scriptscreate_script, list_scripts, edit_script, patch_script, open_script, validate_script, get_script_errors, request_script_reload; .NET projects also expose get_dotnet_project_info
Project Mapmap_project, find_usages, plan_script_refactor, apply_script_refactor
Project Settings / Input / Autoloadlist_project_settings, get_project_setting, set_project_setting, list_input_actions, get_input_action, add_input_action, remove_input_action, add_input_event_to_action, clear_input_events, list_autoloads, set_autoload, remove_autoload
Guidance / Capabilityfunplay_help, list_tool_catalog, get_dashboard_status, get_capability_status, get_editor_protocol_status, get_release_readiness, list_workflow_coverage
Runtime Bridge / Undoinstall_runtime_bridge, remove_runtime_bridge, get_runtime_bridge_status, query_runtime_node, capture_runtime_view, send_runtime_input, get_runtime_events, get_undo_redo_status, editor_undo, editor_redo
Filesread_file, write_file, search_files, list_files, file_exists, delete_file, move_file, copy_file
Play / Inputget_play_state, enter_play_mode, play_main_scene, exit_play_mode, simulate_action, simulate_key_event, simulate_mouse_button, simulate_mouse_drag, simulate_input_sequence, get_time_scale, set_time_scale
Assertions / Diagnosticsassert_node_exists, assert_node_property, assert_signal_connected, wait_msec, get_performance_snapshot, analyze_scene_complexity, get_console_logs, log_message
Animationcreate_animation_player, create_animation_clip, add_animation_track, list_animations, play_animation
Cameraget_camera_info, set_camera_2d, set_camera_3d
Materialscreate_material, assign_material
UI / Controlcreate_ui_root, create_control, create_label, create_button, create_panel, create_texture_rect, create_container, set_control_layout, set_control_size_flags, set_control_text, set_control_theme_override, set_control_texture, connect_node_signal
Project / Addonsget_project_info, list_project_features, plan_asset_import, get_project_skills_status, generate_project_skills, select_file, list_addons, set_addon_enabled
Capture / Executioncapture_editor_view, execute_code

Repository Layout

  • addons/funplay_mcp/plugin.gd โ€” Godot editor plugin entry
  • addons/funplay_mcp/core/ โ€” MCP server, tools, resources, prompts, settings, and config writers
  • addons/funplay_mcp/ui/ โ€” Godot dock UI
  • stdio-wrapper/ โ€” npm stdio bridge for clients that cannot connect to HTTP MCP directly
  • server.json โ€” MCP Registry metadata for the stdio wrapper
  • scripts/package_release.py โ€” release artifact builder and package validator
  • scripts/run_godot_smoke.py โ€” local Godot smoke runner for runtime bridge command validation
  • scripts/godot_runtime_bridge_smoke.gd โ€” headless Godot smoke script used by the runner
  • ASSET_LIBRARY.md โ€” Godot Asset Library packaging, submission, and update-safety notes
  • CHANGELOG.md โ€” user-facing changes
  • CONTRIBUTING.md โ€” contributor workflow
  • RELEASE_CHECKLIST.md โ€” release process

Contributing

See CONTRIBUTING.md.

License

This repository is licensed under MIT.

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Frequently Asked Questions about Funplay Godot MCP

Add the following block to your claude_desktop_config.json under mcpServers: "mcpServers": { "funplay-godot-mcp": { "command": "npx", "args": ["-y", "Funplay Godot MCP"] } }

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Technical Specs & Signals

Category๐Ÿ’ปDeveloper Tools
More technical detailsExpand โ–พ
TransportSTDIO
RuntimeNode.js
4/4 checks healthy over the last 6h
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GitHub stars30
GitHub Star CountTotal stargazers on GitHub representing community popularity (30 stars).
Last commit11d ago
Last Repository CommitThe most recent commit or push recorded for this server's GitHub repository.Last commit on Jul 31, 2026
44Quality signal: Fair ยท 44/100How this signal is calculated โ–พ
Server availabilityNot measured

Not scored for repo-hosted servers โ€” we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership10/20
Documentation & tools16/30
Adoption & activity7/15
Community engagement0/10

A guidance signal from public completeness & health data โ€” not a user rating. New listings start lower and rise as they add docs, get verified, and grow adoption. Signals we can't observe for a listing are skipped, not counted against it.

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