Evidence-first MCP automation loop with 167 tested tools for Godot 4
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent — or use 1-click editor setup below.
💡 Paste the JSON block into your client's configuration file under mcpServers, then restart the application.
Build it. Play it. Prove it.
An MCP automation loop for Godot 4.
Other integrations give agents tools. Godot Agent Loop gives them a feedback loop to author, run, observe, playtest, and independently verify Godot games:

Watch the 65-second demo · Read the exact run evidence · Inspect the resulting project
Then point the agent at a project directory—or an empty directory—and describe
the playable result. The default core surface is kept within the generated
tool-surface budget. Use read-only
godot_catalog to find and inspect a hidden capability, then godot_call to
execute it. Runtime injection is transient; watched projects can use the optional
persistent editor addon.
Using Cline, Cursor, or another MCP client? See Configuration.
Support is deliberately bounded: Godot 4.7 is both the compatibility floor and the primary target. Editor attachment is verified on Linux CI and in a headed macOS 4.7.1 acceptance run; Windows retains the documented portable acceptance path but not an editor-UI claim. Full debugger automation, native extension builds, and unbounded engine control are not claimed. Details in the verified support boundary.
godot_catalog, godot_call),
lifecycle (run_project, stop_project), the editor session and
compound scene transactions (editor_session, editor_transaction),
observation (game_screenshot, game_get_scene_tree, game_get_ui,
game_get_node_info, game_get_errors, game_get_logs), structured
interaction and waiting (game_scenario, game_wait_until), and independent
verification (run_project_tests, verify_project).godot_catalog + godot_call: input primitives (mouse, keyboard, key-hold,
drag, scroll, touch, gamepad), runtime reflection (privileged, opt-in),
node and signal generics, observation extras (performance, visual regression,
camera, audio), editor control, and ship tooling (export readiness, import
pipeline, .NET, add-ons)..gd/.tscn/.tres/project.godot directly and validate them with
run_project_tests or headless checks; with an editor attached,
editor_transaction applies undoable
compound scene edits through EditorUndoRedoManager.game_scenario.run_project_tests), bounded runtime
evidence (verify_project), export checks (verify_export_readiness), and
static integrity analysis (analyze_project_integrity).reflection and code-execution opted in,
inspect and manipulate any node, signal, or property through game_eval and
the generic node tools.editor_session ensure discovers the matching
project, editor_transaction applies reversible edits through
EditorUndoRedoManager, and the Agent Activity dock replays the bounded
correlated trace with a human Pause Agent lock.Godot.NET.Sdk matched to your installed Godot via verify_dotnet_project.The full inventory—the 16 advertised core tools plus the hidden catalog of 40 more—lives in docs/tools.md.
verify_dotnet_projectDevelopment targets the latest stable Godot release. Godot 4.7 is the current compatibility floor and primary target, and CI covers that exact release. The floor may be raised when it blocks useful features or creates meaningful maintenance cost. In that case, the last compatible release remains available, and an older-version maintenance branch will be created only when user demand justifies maintaining it. Such a branch would receive critical fixes rather than new features.
| Area | Status | Evidence or limitation |
|---|---|---|
| Linux headed (desktop or Xvfb), Godot 4.7 | Verified in CI | Retained MCP E2E under Xvfb covers representative authoring, runtime, editor attachment, and teardown paths |
| GDScript project and running-game workflows | Representative coverage retained | Scene creation, runtime mutation, process ownership, security, and editor discovery remain in the E2E smoke suite |
| Privileged runtime commands | Opt-in only | Disabled by default; intended for trusted localhost development |
| Godot .NET/C# | Scaffold, compile, and editor-load verification | Godot .NET 4.7 with .NET SDK 8 |
| Linux exports | Release/debug template export and smoke-run verification | Godot 4.7 installed templates; other targets are not claimed |
| Rendering and screenshots | A headed rendering context is required | Compatibility and Forward+ on Linux software rendering; display-less sessions fail fast with desktop/Xvfb remediation |
| Windows | Portable acceptance verified | Godot 4.7 process, Unicode path, runtime input, window query, and teardown workflows; editor UI, rendering, and exports are not claimed |
| macOS | Portable acceptance and attached-editor workflow verified | Godot 4.7.1 headed replay opens Godot normally, reconnects the MCP, authors and synchronizes without focus switching/manual reload, exercises undoable transactions, and cleans the discovery record; see the interactive acceptance record |
| Editor state and undo/redo bridge | Verified on Linux CI and headed macOS 4.7.1 | Protocol 2 uses private per-project discovery, EditorInterface, and EditorUndoRedoManager; Windows editor UI remains outside the claimed boundary |
| Full debugger control | Not claimed | Breakpoints, stack inspection, and frame-local evaluation remain outside the supported boundary |
| Profiler, leak, asset, localization, and accessibility audits | Verified in MCP E2E | game_performance and analyze_project_integrity return bounded live/static evidence; native extension builds remain unsupported |
| GDExtension builds | Not claimed | analyze_project_integrity inspects declarations and libraries without invoking arbitrary native toolchains |
The quickstart npx command is all most setups need. The
sections below cover other clients and a source checkout.
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