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.