Godot MCP README

The full upstream README, mirrored for reference. Install config, tool schemas, adoption signals and our own overview live on the Godot MCP listing page.

Godot MCP

Godot MCP

The most complete MCP server for Godot Engine — 386 tools that give your AI assistant real hands inside your game project.

License: AGPL-3.0 CI npm npm downloads Tools Node Godot

English | 中文文档


Godot MCP is a Model Context Protocol server that connects any AI assistant — Claude, Cursor, VS Code Copilot, Windsurf, Cline, Codex, Aider — directly to Godot Engine 4.x. Your AI stops guessing about your project and starts operating it.

  • 📂 Reads and writes your project files natively — .tscn scenes, .tres resources, GDScript, C#, .gdshader, project.godot. Custom parsers, no Godot process required, instant response.
  • 🎛️ Drives the live editor — select nodes, connect signals, author visual shaders, bake lightmaps, set breakpoints, step the debugger, run and stop the game.
  • ↩️ Every scene edit is undoable — add, remove, rename, move, reparent, duplicate and instantiate all register on Godot's native undo stack. If the AI gets it wrong, Ctrl+Z puts it back.
  • 🎮 Reaches inside the running game — inspect the live scene tree, call methods, inject input, freeze the game, step it one frame at a time, and screenshot the result. No other public Godot MCP does this.
  • 🔎 Stays usable at scale — search_tools finds the right tool out of 386, get_status tells you exactly what is connected, and every error returns a typed code plus a repair hint.

386 tools · 30 categories · 21 AI clients · 4 communication paths · one-command setup.

Terminal
npx @yanhuifair/godot-mcp --enable-plugin -p .
Requirement
Godot4.x (Godot 3 not supported)
Node.js>= 18
AI ClientAny MCP-compatible client (see Configuration)

Why Godot MCP

Godot MCPOther Godot MCP servers
Tool count386 across 30 categories16 – 156
Works without Godot running✅ Native .tscn / .tres / .godot parsers⚠️ Usually needs a live editor
Live editor control✅ 140 tools — play, debug, breakpoints, viewport, bakePartial
Undoable AI edits✅ Every scene mutation is one Ctrl+Z away — native EditorUndoRedoManager actions❌ Edits are permanent
Control the running game✅ 11 tools — live tree, method calls, input injection❌ None
Deterministic frame stepping✅ runtime_freeze → runtime_step → runtime_screenshot❌ None
Tool discovery for large catalogs✅ search_tools + get_status❌ None
Error messages✅ Typed error code + actionable repair hintRaw stack traces
TransportsStdio · SSE · Streamable HTTPUsually stdio only
Editor plugin install✅ One command, auto-enabledManual copy
Engine introspection✅ Live ClassDB — classes, methods, properties, signals, docsRare

If you have ever wanted to say "run the game, freeze it at the moment the player lands, and show me the collision state" — this is the server that can actually do it.


Table of Contents

  1. Why Godot MCP
  2. Quick Start
  3. What You Can Do
  4. Architecture
  5. Implementation Principles
  6. Transport Modes
  7. Installation
  8. AI Client Configuration
  9. Usage Examples
  10. Editor Plugin
  11. Tool Discovery & Live Game Runtime
  12. All Tools
  13. Supported Formats
  14. Development
  15. Build VSIX
  16. Limitations
  17. FAQ
  18. License

Quick Start

Two setup steps, about two minutes. You do not need to install anything globally, and you do not need to keep a terminal open — your AI client starts the server for you.

Before You Begin

You needHow to check
Godot 4.x installedOpen Godot → the version shows in the title bar. (Godot 3 is not supported.)
Node.js 18 or newerRun node -v in a terminal. If it says command not found, install from nodejs.org.
An MCP-capable AI clientVS Code + Copilot, Cursor, Claude Desktop, Windsurf, Cline… see the full list.

Step 1 — Install the Editor Plugin

Open a terminal, cd into your Godot project folder (the one containing project.godot), and run:

Terminal
npx @yanhuifair/godot-mcp --enable-plugin -p .

Run this from your project root — the folder containing project.godot — because -p . means "the current directory". If you run it from anywhere else, pass an absolute path instead: npx @yanhuifair/godot-mcp --enable-plugin -p /Users/me/games/my-game

Always installs the latest version. npx fetches the newest release every time. To force it or pin a specific version: npx @yanhuifair/godot-mcp@latest --enable-plugin -p . (latest) · npx @yanhuifair/godot-mcp@1.12.16 --enable-plugin -p . (pinned)

What this does: copies the plugin into addons/godot-mcp/ and switches it on inside project.godot. Nothing to click in Godot.

How to confirm it worked: you should now see an addons/godot-mcp/ folder in your project. If Godot is already open, reload the project (Project → Reload Current Project) so it picks up the plugin.

Do I actually need this step?

Only if you want the live editor and live game tools (play the scene, read the current selection, set breakpoints, bake lightmaps, freeze the running game…).

Over 220 of the 386 tools — everything that reads and writes .tscn, .tres, .gd, shaders, project settings, etc. — work without the plugin and without Godot even being open. If that's all you need, skip to Step 2.

Step 2 — Point Your AI Client at the Server

Create .vscode/mcp.json in your project root (this exact file works for VS Code / GitHub Copilot):

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
    }
  }
}

Then restart your AI client so it reads the new config.

Using something else? The config file has a different name and location per client, but the command / args part is almost always identical. Copy-paste blocks for Cursor, Claude Desktop, Claude CLI, Windsurf, OpenAI Codex, Cline, Roo Code, Continue, Aider, Cody, Goose, Zed are in AI Client Configuration.

Step 3 — Verify and Start Chatting

Ask your AI:

Code
"Run get_status"

You should get back the tool count and whether the editor / runtime bridges are reachable. That means everything is wired up. Now try:

Code
"List all scenes in the project"
"Find all CharacterBody2D nodes and tell me their collision layers"
"Run the game and take a screenshot"

With 386 tools, the AI can't see them all at once — tell it to search_tools when it isn't sure what's available (e.g. "search_tools for animation").

Something not working?
SymptomFix
Client shows no godot-mcp toolsRestart the client. Config files are only read on startup.
npx: command not foundNode.js isn't installed or isn't on your PATH. Run node -v to confirm.
Project not found errorsThe -p path must point at the folder containing project.godot. Using "." only works if the client's working directory is your project — otherwise use an absolute path.
Editor tools fail, file tools workThe plugin isn't installed/enabled. Re-run Step 1, then reload the project in Godot.
EDITOR_NOT_REACHABLEGodot isn't running, or the plugin isn't enabled. The server will try to launch Godot itself; if that fails, open the project in Godot manually and check Project → Project Settings → Plugins → Godot MCP is enabled.
EDITOR_COMMAND_FAILEDThe editor received the command but refused it — usually a wrong node path, a property that doesn't exist on that node type, or an invalid target. The message carries Godot's own reason. Use editor_get_scene_tree / get_class_properties to verify before retrying.
AI made a scene edit you don't wantPress Ctrl+Z in Godot, or call editor_undo. Every MCP scene mutation is a native undo action.
Godot binary not foundSet the GODOT_PATH environment variable to your Godot executable. See Environment Variables.

What You Can Do

Godot MCP provides comprehensive coverage of the Godot 4.x engine through 386 tools in 30 categories.

Quick Demo

bash
# One command to set up everything
npx @yanhuifair/godot-mcp --enable-plugin -p .

# Then ask your AI:
> "Create a 2D platformer scene with a CharacterBody2D player"
> "Add a Timer node, connect its timeout signal, write the handler"
> "Create a metallic PBR material and apply it to all MeshInstance3D nodes"
> "Set up an audio bus with reverb, set SFX volume to -6dB"
> "Set a breakpoint at line 42, run the game, step through the debugger"

Feature Overview

CategoryToolsDescription
Editor140Live editor control — select, play, undo, save, breakpoints, file ops, performance
Project24Config, input map, file ops, autoloads, export presets, validation, unused assets
Scene22Scene CRUD — nodes, signals, transforms, collision, sprites
Script + Shader21GDScript/Shader CRUD, structure analysis, code injection, validation
Domain14Curve, Gradient, Path, Skeleton, ReflectionProbe, MultiMesh, NoiseTexture
Animation10AnimationPlayer/AnimationTree — tracks, keyframes, parameters
Godot Engine9Engine detection, launch editor, run/export project, screenshot
Coverage18Mesh primitives, 2D lights, vehicles, spring arm, decal, occluder, grid map
Node Inspectors8CharacterBody, AnimatedSprite, Audio, Video, Parallax, RichText, Container, Tab
Resource8.tres CRUD, PBR materials, themes, 14 templates
Audio7Audio bus layout, effects, volume
Shader Graph8VisualShader graph — 40+ node types, connections, parameters
Utility9Signal catalog, StyleBox, AtlasTexture, popup listing, cohesion report
Rendering5MeshInstance, Viewport, Area, RayCast/ShapeCast
Environment6Environment read/write, presets
Inspector5Camera, Light, Particle node inspection
Physics5PhysicsMaterial CRUD, collision layers
Import3.import file read/write
TileMap5TileSet resources, TileMapLayer inspection
Navigation6NavigationRegion, NavigationMesh
Translation8CSV/PO translation files, .po authoring, registration
Joints5Physics joints — create, configure, list
UID4File UID query, batch update, missing UID detection
2D Geometry4CollisionPolygon2D, shape point editing
Diff5Scene and resource comparison
Texture4Texture import/read/write, atlas, noise
Extension/World/C#5GDExtension, C#, World3D, CSProj
Meta / Introspection2Tool search (search_tools) + system diagnostics (get_status)
Logs5Read game-run logs (user://logs/godot.log), list/rotate, clear, locate user-data dir, configure file logging
Runtime (game)11Control the running game — tree, properties, methods, signals, input, freeze/step, screenshot

Total: 386 tools across 30 categories

Core Capabilities in Detail

Project Management Read and write project.godot settings, input maps, autoload singletons, and export presets. Perform file operations (list, search, move, delete with .bak backups), validate project health, detect unused assets, and generate comprehensive project reports.

Scene Editing Full CRUD on .tscn scene files. Add, delete, modify, clone, and rename nodes. Edit node properties, transforms (position/rotation/scale), collision shapes, and sprite textures. Connect and disconnect signals between nodes. Search nodes across scenes by type, property, group, or signal.

Scripting & Shaders Read, write, and create GDScript, C#, and .gdshader files. Analyze script structure (class names, signals, exported variables, functions). Inject functions, signals, and @export variables into existing scripts. Validate GDScript for common syntax issues. Validate and compile shaders. Manage VisualShader graphs — add, remove, connect, and configure nodes.

Resource Management Read, write, and create .tres resource files with 14 built-in templates (StandardMaterial3D, ShaderMaterial, ORMMaterial3D, CanvasItemMaterial, and more). Inspect and modify PBR material parameters. Read Theme resources with properties grouped by type.

Animation Pipeline Complete AnimationPlayer and AnimationTree support: list animations, read tracks and keyframes, create new animations, add/remove tracks, set keyframes at specific times, configure animation libraries, and inspect AnimationTree state machines.

Audio Configuration Read, create, and modify audio bus layouts. Add and remove audio buses, attach effects (14 types: Reverb, Delay, Chorus, Compressor, and more), and set bus volume in dB.

Physics & Collision Inspect VehicleBody3D, SoftBody3D, and physics materials. Create collision shapes. Read collision layer and mask configuration from project settings. Create physics joints (PinJoint, HingeJoint, SliderJoint, and more).

Rendering & Environment Inspect MeshInstance3D, Viewport, Area, and RayCast nodes. Create and configure Environment resources (4 presets). Manage 2D lights, decals, and occluders. Read 3D mesh primitives (Box, Sphere, Capsule, Cylinder, Torus, and more).

Live Editor Control (140 tools) Interact with the running Godot editor in real time over a TCP or stdio bridge: select nodes, run/stop/pause the project, undo/redo, save scenes, create and attach scripts, set breakpoints, step the debugger, evaluate expressions, control the 3D viewport camera, bake lightmaps and navigation meshes, manage plugins, and simulate key presses.

Live Game Runtime Control (11 tools) Go beyond the editor and reach into the actually running game. Inspect the live scene tree with real positions, read and write node properties at runtime, call arbitrary methods, emit signals, inject keyboard input, and — the headline feature — runtime_freeze the game, runtime_step forward an exact number of frames, and runtime_screenshot the result. This makes AI-driven gameplay debugging deterministic and reproducible.

Visual Shader Graphs Create and modify VisualShader graphs programmatically. Add nodes from a catalog of 40+ types (constants, math operations, textures, inputs), connect node ports, set node parameters, and list available node types with their default input/output configurations.

Engine Introspection (ClassDB) Query the live engine's ClassDB: list all classes, inspect methods, properties, and signals of any Godot type, read built-in class documentation, and search the help system. The AI works from ground truth instead of hallucinating APIs.

TileMap, Navigation & Translation Inspect TileSet resources and TileMapLayer nodes. List and read NavigationRegion nodes, create NavigationMesh resources. Read and create CSV/PO translation files with search support.


Architecture

System Overview

Code
                        MCP Protocol (stdio/SSE/Streamable HTTP)
  +-----------------+                                        +------------------+
  |   AI Client      |<-------------------------------------->|  Godot MCP Server |
  |  (VS Code/Cursor |                                        |  (TypeScript)     |
  |   Claude/etc.)   |                                        |                  |
  +-----------------+                                        |  +-------------+ |
                                                             |  | Tool Registry| |
                                                             |  |  (386 tools) | |
                                                             |  +------+------+ |
                                                             |         |        |
                                                             |    +----v-----+  |
                        File I/O (direct)                    |    | Parsers   |  |
  +------------------+<-------------------------------------->|    | .tscn     |  |
  |   Godot Project   |                                       |    | .tres     |  |
  |   Files on Disk   |                                       |    | .godot    |  |
  |  (.tscn/.tres/.gd)|                                       |    +----------+  |
  +------------------+                                       |                  |
                                                             |  +-------------+ |
                        stdin/stdout (spawned process)       |  | Godot CLI   | |
  +------------------+<-------------------------------------->|  | (spawn/edit) | |
  |   Godot Editor    |                                       |  +-------------+ |
  |  (GDScript addon) |                                       +------------------+
  |  TCP port 9876    |
  |  102 commands     |
  +------------------+

Communication Paths

The server uses four distinct communication paths depending on the operation:

  1. Direct File I/O — For file-based tools (read_scene, write_script, create_resource, etc.), the server reads and writes Godot project files directly on disk using custom parsers. No Godot process is required. This is the fastest path.

  2. Godot CLI — For engine operations (launch_editor, run_project, export_project, get_godot_version), the server spawns Godot as a subprocess and communicates via command-line arguments and stdout/stderr.

  3. Editor Bridge (dual-mode) — For live editor tools (editor_get_selection, editor_play, editor_set_breakpoint, etc.), the MCP server communicates with a running Godot editor instance. Two modes are supported:

    • TCP mode (default): Connects to an already-running Godot on localhost:9876. The editor plugin listens on this port.
    • Stdio mode (fallback): Spawns Godot as a child process with --editor --path <project>, sets MCP_STDIO=true, and communicates via stdin/stdout using JSON-RPC with a __MCP__: marker prefix. This mode auto-starts and auto-restarts Godot as needed.
  4. Live-Game Runtime Bridge — For runtime tools (runtime_*, e.g. runtime_get_tree, runtime_set_node, runtime_step), the MCP server talks to a small autoload running inside your played game on 127.0.0.1:9877. The autoload (addons/godot-mcp/runtime_bridge.gd, named godot_mcp_runtime) is added to your project and listens only on loopback. This lets the AI inspect and mutate the live scene tree, inject input, pause/resume, deterministically step frames, and screenshot the running game — a tier no other public Godot MCP offers out of the box.

Project Structure

Code
godot-mcp/
├── src/
│   ├── index.ts              # CLI entry point, argument parsing, transport dispatch
│   ├── server.ts             # MCP server factory, tool registration, request routing
│   ├── tools/                # tool handler files (one group per category)
│   │   ├── register.ts       # Centralized registration (386 tools)
│   │   ├── project.ts        # Project management tools
│   │   ├── scene.ts          # Scene editing tools
│   │   ├── script.ts         # Script and shader tools
│   │   ├── editor.ts         # Live editor bridge (TCP + stdio, persistent connection)
│   │   ├── resource.ts       # Resource/material/theme tools
│   │   ├── godot.ts          # Godot engine control
│   │   ├── animation.ts      # Animation pipeline
│   │   ├── audio.ts          # Audio bus management
│   │   ├── scene_inspectors.ts  # 2D lights, vehicles, spring arm, etc.
│   │   ├── mesh.ts           # 3D mesh primitives
│   │   ├── shader_graph.ts   # VisualShader graph editing
│   │   └── ... (16 more files: domain, physics, navigation, joints, etc.)
│   ├── parsers/
│   │   ├── scene_parser.ts   # .tscn file parser (sections, nodes, connections)
│   │   ├── resource_parser.ts # .tres file parser
│   │   ├── config_parser.ts  # project.godot INI parser
│   │   └── parser_helpers.ts # Shared utilities (quote handling, bracket balancing)
│   ├── transports/
│   │   ├── stdio.ts          # Stdio transport (default, for local AI clients)
│   │   └── http-server.ts    # SSE + Streamable HTTP transport
│   └── utils/
│       ├── types.ts          # TypeScript type definitions
│       ├── file_utils.ts     # File system operations with path traversal protection
│       ├── godot_cli.ts      # Godot binary detection, process management
│       ├── registry.ts       # ToolRegistry class with sorted listing
│       ├── errors.ts         # Structured error codes
│       └── cache.ts          # TTL-based file cache for parsed documents
├── addons/
│   └── godot-mcp/            # Godot editor plugin
│       ├── plugin.cfg         # Plugin metadata
│       └── plugin.gd          # stdin reader, TCP server, 102 command handlers
├── test/                     # Vitest suite (unit + integration; the integration half needs a live Godot project) + legacy .mjs suites
│   ├── test_all.mjs          # Legacy standalone suite (176 tool checks)
│   ├── test_editor.mjs       # Legacy editor bridge TCP tests
│   ├── test_runner.mjs       # Early integration test runner
│   ├── tools.test.ts         # Vitest tool handler tests
│   ├── parsers.test.ts       # Vitest parser tests
│   ├── structural.test.ts    # Vitest structural tests
│   ├── integration_mcp_test.test.ts  # Vitest integration tests
│   ├── server_normalization.test.ts  # Vitest parameter-normalization tests
│   ├── scene_format.test.ts  # .tscn/.tres on-disk format contract (round-trip, hierarchy, ids)
│   ├── addon_bridges.test.ts # GDScript bridge invariants (reserved names, poll(), return types)
│   ├── editor_error_surface.test.ts  # Editor error tagging + undo/redo addon invariants
│   ├── fixtures/             # Test fixture files (.tscn, .tres, .gd)
│   └── test-project/         # Standalone Godot test project
├── scripts/
│   └── sync-addons.js        # Post-build: syncs addons to target Godot project
├── package.json
└── tsconfig.json

Implementation Principles

File-Based Parsing

All Godot file formats (.tscn, .tres, project.godot) are parsed directly in TypeScript using custom parsers. This eliminates the need to launch Godot for file operations, making reads and writes near-instantaneous.

Scene parser (parsers/scene_parser.ts):

  • Parses all .tscn sections: [gd_scene], [ext_resource], [sub_resource], [node], [connection]
  • Handles multi-line property values with balanced bracket/quote detection
  • Builds node hierarchy trees from parent references
  • Supports round-trip serialization for safe edits

Resource parser (parsers/resource_parser.ts):

  • Parses .tres text resources with section-based structure
  • Detects binary .res files via GDROM magic header (returns unsupported error)
  • Extracts header, external resources, sub-resources, and main resource properties

Config parser (parsers/config_parser.ts):

  • Parses INI-style project.godot and .cfg files
  • Handles multi-line values with indentation-based continuation
  • Preserves comments for round-trip editing

Dual-Mode Editor Bridge

The editor plugin (addons/godot-mcp/plugin.gd) implements 102 command handlers that wrap Godot's EditorInterface API. Communication uses JSON-RPC 2.0 over two channels:

  • TCP mode (port 9876): When Godot is running independently, the plugin accepts TCP connections on 127.0.0.1 only (never the LAN). This is the preferred mode for interactive development. Set GODOT_MCP_TOKEN (or the project setting godot_mcp/auth_token) to require an auth handshake per connection.

  • Stdio mode: When the MCP server spawns Godot as a child process (godot --editor --path <project>), the plugin reads JSON-RPC requests from stdin and writes responses to stdout with a __MCP__: prefix marker. The server filters for these markers to distinguish JSON-RPC from Godot's standard output.

The bridge auto-detects which mode to use: it first attempts a rapid TCP health check (800ms timeout), and falls back to spawning Godot if no existing instance is found. If the spawned process exits unexpectedly, it auto-restarts up to 3 times.

Parameter Normalization

To accommodate AI clients that may use either snake_case or camelCase parameter naming, the server automatically normalizes 30+ common parameter names to the snake_case keys its Zod schemas expect (projectPath -> project_path, scenePath -> scene_path, etc.) before validation. The advertised inputSchema always uses snake_case, so snake_case inputs pass through unchanged.

Safety Guarantees

  • Path traversal protection: All file operations validate that resolved paths stay within the project root — including symlink escapes (the parent chain is realpath-resolved even when the target does not exist yet) and the .godot/export_credentials.cfg signing keys, which no tool may read or write
  • Sandboxed reads from project config: Values inside project.godot are treated as untrusted input. A log_path may only point inside the project root or the Godot user-data directory, and list_projects only scans the project root and the server's working directory (widen deliberately with GODOT_MCP_SCAN_ROOT)
  • No config injection: section / key / value writes reject line breaks and structural characters, so a value can never add a new section to project.godot (an injected [autoload] would execute a script)
  • Automatic backups: Write operations on script and scene files create .bak backup copies
  • Read-only mode: --read-only (or GODOT_MCP_READ_ONLY=true) rejects the 223 write/side-effect tools (write_, create_, delete_, move_, set_, edit_, editor_* mutations, run/export/launch, …) via a maintained whitelist — they are hidden from tools/list and blocked with a READ_ONLY error if called directly
  • TCP only on loopback: The editor plugin's TCP bridge binds 127.0.0.1 only, never the LAN
  • HTTP token auth is always on: /mcp and /sse require a bearer token. Set GODOT_MCP_TOKEN to choose it; when it is unset the server keeps one for you — on first start it generates a token and writes it to <project>/.godot/mcp_http_token (mode 0600, and .godot/ is already in Godot's .gitignore), then reuses that same token on every later start, so a configured HTTP client keeps working across restarts. With no project root it falls back to ~/.godot-mcp/http_token. The token is printed to stderr at startup. Non-loopback HTTP binds still require GODOT_MCP_TOKEN to be set explicitly. The plugin TCP bridge enables its auth handshake when GODOT_MCP_TOKEN (or the project setting godot_mcp/auth_token) is set
  • Undoable editor mutations: Every scene-changing editor command (editor_add_node, editor_remove_node, editor_set_node_properties, editor_rename_node, editor_move_node, editor_move_node_3d, editor_reparent_node, editor_duplicate_node, editor_delete_selected, editor_instantiate_scene, …) is committed through Godot's native EditorUndoRedoManager, so a single Ctrl+Z (or editor_undo) reverts what the AI just did
  • Structured errors: Tool failures return structured { content, isError: true } responses; privileged paths carry typed error codes (READ_ONLY, EDITOR_NOT_REACHABLE, EDITOR_COMMAND_FAILED, NOT_FOUND, …). Engine-side failures are never reported as success — if the editor rejects a command, the tool surfaces EDITOR_COMMAND_FAILED with the engine's own message
  • Client-visible annotations: every tool advertises MCP annotations (readOnlyHint, destructiveHint, idempotentHint, openWorldHint) plus a human title, derived from the same whitelist read-only mode uses — clients can auto-approve reads and only confirm real writes
  • Self-healing argument errors: a VALIDATION_ERROR lists the accepted signature and names each ignored key with a suggestion (path → scene_path, node_type → type), instead of Zod's bare Required
  • Parameter aliases: the tool schemas grew organically, so the same concept appears as path, scene_path, file_path, output_path, … Instead of breaking clients, the server accepts the synonyms interchangeably whenever a tool takes exactly one path (add_node(path=…) and create_scene(scene_path=…) both work), and refuses to guess when a tool has two different paths (attach_script). Conflicting values for two spellings of the same parameter are rejected rather than silently resolved. tools/list keeps advertising the canonical key

Transport Modes

Godot MCP supports three transport protocols. Choose based on your client and deployment needs.

ModeProtocolUse CaseDefault
StdioStandard I/O (stdin/stdout)Local AI clients (VS Code, Claude Desktop, Cursor, Windsurf)Yes
SSEServer-Sent Events over HTTPOlder MCP clients, web-based clients, remote access
Streamable HTTPMCP 2025 Streamable HTTPModern MCP clients, production deployments, remote access

Stdio (default)

JSON-RPC communication over standard I/O (stdin/stdout). Ideal for local development — no network configuration needed.

Terminal
npx @yanhuifair/godot-mcp -p /path/to/your/godot/project

SSE (Server-Sent Events)

HTTP-based transport using SSE for server-to-client streaming. Compatible with older MCP clients.

Terminal
npx @yanhuifair/godot-mcp -t sse --port 3000 -p /path/to/your/godot/project
OptionDescriptionDefault
-t sseEnable SSE transport mode—
--port <number>HTTP listen port3000
--host <string>Bind address (use 0.0.0.0 for remote access)127.0.0.1

Client config:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "url": "http://127.0.0.1:3000/sse"
    }
  }
}

Streamable HTTP (MCP 2025)

Modern HTTP transport based on the MCP 2025 spec. Supports session management, reconnection with resume, and both stateful and stateless modes.

Terminal
npx @yanhuifair/godot-mcp -t streamable-http --port 3000 -p /path/to/your/godot/project

Endpoints:

MethodPathPurpose
GET/mcpEstablish SSE stream (supports Last-Event-ID reconnection)
POST/mcpSend JSON-RPC requests/notifications
DELETE/mcpClose session

Client config:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "url": "http://127.0.0.1:3000/mcp",
      "transportType": "streamable-http"
    }
  }
}

All Transports Simultaneously

Terminal
npx @yanhuifair/godot-mcp -t all --port 3000 -p /path/to/your/godot/project

Starts: Stdio + SSE (/sse) + Streamable HTTP (/mcp) + Health Check (/health)

Terminal
curl http://127.0.0.1:3000/health
# {"status":"ok","version":"1.12.18","projectRoot":"/path/to/project","endpoints":{...}}

/health is deliberately not token-protected so probe tools can use it, but it only echoes projectRoot when the request comes from loopback or carries a valid GODOT_MCP_TOKEN — a LAN/remote deployment must not leak local paths. Everything else (/mcp, /sse) is always token-gated: GODOT_MCP_TOKEN when set, otherwise the persisted token in <project>/.godot/mcp_http_token (created on first start).


Installation

Read this first. In normal use you never launch this server yourself — your AI client launches it in the background using the command from its config file. The commands below are for installing the package and for manual/advanced runs (HTTP transports, debugging, CI).

Where to run these commands: from anywhere — but if you pass -p ., the . refers to your current directory, so it must be your Godot project root (the folder containing project.godot). When in doubt, pass an absolute path: -p /full/path/to/project.

Which method should I use?

MethodBest forTrade-off
npx (recommended)Almost everyoneNothing to install; always fetches the latest version. Tiny delay on first run.
Global installSlow/offline networks, pinning a version, using a bare godot-mcp commandYou must run npm update -g yourself to get new releases.
From sourceContributing, or you need an unreleased changeYou have to rebuild after every git pull.

Option A — npx (recommended, nothing to pre-install)

Terminal
npx -y @yanhuifair/godot-mcp -p /path/to/your/godot/project

npx downloads the package on demand and caches it. This is exactly what the config snippets in AI Client Configuration use, so if you follow the Quick Start there is no separate install step at all — -y just skips the "install this package?" prompt.

Option B — Global install

Terminal
npm install -g @yanhuifair/godot-mcp@latest

# then run it by name anywhere
godot-mcp -p /path/to/your/godot/project

If you install globally, change your client config from "command": "npx" to "command": "godot-mcp" and drop the -y and package name from args:

config.json
{ "command": "godot-mcp", "args": ["-p", "."] }

Update later with npm update -g @yanhuifair/godot-mcp.

Option C — From source

bash
git clone https://github.com/yanhuifair/Godot-MCP.git
cd Godot-MCP
npm install
npm run build       # compiles TypeScript into dist/

node dist/index.js -p /path/to/your/godot/project

Point your client at the built entry file:

config.json
{ "command": "node", "args": ["/absolute/path/to/Godot-MCP/dist/index.js", "-p", "."] }

Verify your installation

After any install method, confirm everything is in place:

CheckHowExpected
Server versionnpx @yanhuifair/godot-mcp --versionA version number (e.g. 1.12.16)
Plugin filesLook in addons/godot-mcp/plugin.cfg, plugin.gd, runtime_bridge.gd
Plugin enabledOpen project.godot[editor_plugins] has enabled = PackedStringArray("res://addons/godot-mcp/plugin.cfg")
Server startsnpx @yanhuifair/godot-mcp -p . (Ctrl+C to stop)Prints the tool count, e.g. 386 tools
Editor bridgeOpen the project in GodotOutput log shows [Godot MCP] Plugin v… loaded — TCP on 127.0.0.1:9876

Install troubleshooting

SymptomFix
npx: command not foundInstall Node.js 18+ and make sure it is on your PATH.
addons/ is still missing after runningYou must run in the project root (-p . means the current directory) or pass an absolute -p /path/to/project — see the note at the top of this section.
Godot still reports an old plugin versionClose Godot, delete addons/godot-mcp, re-run with npx @yanhuifair/godot-mcp@latest --enable-plugin -p ., reopen the project.
Plugin loads but tools return EDITOR_NOT_REACHABLEProject → Project Settings → Plugins → make sure Godot MCP is enabled, then reload the project.

Upgrading to the latest version

npx always fetches the newest release, so the same one-liner that installs also upgrades:

Terminal
npx -y @yanhuifair/godot-mcp@latest --enable-plugin -p .

To refresh the editor plugin (the files in addons/godot-mcp/), delete the old copy first, then re-run — otherwise stale plugin files can linger:

bash
rm -rf addons/godot-mcp && npx -y @yanhuifair/godot-mcp@latest --enable-plugin -p .

On Windows PowerShell use rm -r addons/godot-mcp (no -f flag).

  • Pin a version — npx @yanhuifair/godot-mcp@1.12.16 …; force latest — npx @yanhuifair/godot-mcp@latest ….
  • Global install — npm update -g @yanhuifair/godot-mcp.
  • From source — git pull && npm run build.
  • Check your version — npx @yanhuifair/godot-mcp --version.

Upgrading from v1.9.0? That release shipped an editor plugin whose runtime_bridge.gd failed to parse in Godot 4.7 (a _input function colliding with the built-in Node._input, plus an untyped _resolve). If your editor logs those parse errors, delete addons/godot-mcp and re-run --enable-plugin to install the fixed plugin.

What's new

VersionWhat changed
1.12.16create_scene accepts any root_type; modify_node rejects structural keys instead of writing type = …
1.12.15Correctness audit gated by the engine itself — smoke now loads every generated asset in real Godot, which caught corrupted gradient / noise / atlas / collision-shape output
1.12.14Synonym parameter aliases (path / scene_path / file_path / output_path) — ambiguous tools are never guessed
1.12.13MCP annotations on every tool, self-healing argument errors, search_tools prints each signature
1.12.12attach_script registers the resource it references; editor_pause_project stops killing the bridge

Full changelog → · All releases

Command-Line Options

FlagWhat it does
-p, --project-path <path>Your Godot project folder — the one containing project.godot. Auto-detected if omitted.
-g, --godot-path <path>Path to the Godot executable. Auto-detected if omitted (see the detection order below).
--enable-pluginCopy the editor plugin into addons/ and switch it on in project.godot. Requires -p. This is the one you want.
--install-addonsCopy the plugin files only — you enable it yourself in Godot's Plugins tab.
--read-onlySafe mode: rejects the 223 tools that write files or cause side effects. Great for letting an AI explore an unfamiliar project.
-t, --transport <mode>stdio (default) · sse · streamable-http · all. See Transport Modes.
--port <number>HTTP port for sse / streamable-http. Default 3000.
--host <string>HTTP bind address. Default 127.0.0.1. Binding anything else requires GODOT_MCP_TOKEN.
--no-sse / --no-streamable-httpDisable an individual endpoint when running -t all.
-h, --helpPrint all options and sample client configs.
bash
# a few real examples
npx @yanhuifair/godot-mcp --enable-plugin -p .          # one-time setup for a project
npx @yanhuifair/godot-mcp -p . --read-only              # let the AI look, not touch
npx @yanhuifair/godot-mcp -p . -t streamable-http --port 8080

Environment Variables

VariableDescription
GODOT_PATHPath to Godot binary (optional, auto-detected)
GODOT_MCP_READ_ONLYtrue — enable read-only mode (rejects 223 write/side-effect tools)
GODOT_MCP_TOKENAuth token. HTTP: /mcp and /sse always require one — when unset, a token is generated once and persisted to <project>/.godot/mcp_http_token (fallback ~/.godot-mcp/http_token) and reused on later starts; set this to override it and for any non-loopback bind. Plugin TCP bridge: enables the auth handshake on port 9876
GODOT_MCP_TEST_PROJECTPath to test project for integration tests
GODOT_PROJECTTarget project for the sync-addons build hook
MCP_STDIOtrue — run the editor plugin in stdio mode (set automatically when MCP spawns Godot)

Godot auto-detection order: GODOT_PATH -> /Applications/Godot.app -> PATH -> snap/flatpak -> Windows Program Files

Security note: The MCP server can read/write your project files, run GDScript, and export builds. When using HTTP transports, always set GODOT_MCP_TOKEN — the server refuses to bind a non-loopback address without it, and loopback-only access is strongly recommended anyway.


AI Client Configuration

Godot MCP is a plain stdio MCP server — anything that speaks MCP can drive it. Below are step-by-step setups for the most popular AI agents, IDEs and CLIs.

In a hurry? Nearly every client wants the same six lines of JSON. Copy the universal snippet, drop it into the file listed for your client, restart, then ask the AI to run get_status. Done.

Pick Your Client

ClientWhere the config livesTop-level key
Claude Codeclaude mcp add → .mcp.jsonmcpServers
Cursor.cursor/mcp.json · ~/.cursor/mcp.jsonmcpServers
VS Code / GitHub Copilot.vscode/mcp.jsonservers
Codex CLI~/.codex/config.toml[mcp_servers.*]
Gemini CLI.gemini/settings.json · ~/.gemini/settings.jsonmcpServers
Windsurf~/.codeium/windsurf/mcp_config.jsonmcpServers
Clinecline_mcp_settings.json (open via UI)mcpServers
Roo Code.roo/mcp.json · global mcp_settings.jsonmcpServers
TraeAI panel → MCP (UI)mcpServers
Zed~/.config/zed/settings.jsoncontext_servers
JetBrains (Rider / IntelliJ)Settings → AI Assistant → MCPmcpServers
OpenCodeopencode.jsonmcp
Claude Desktopclaude_desktop_config.jsonmcpServers
Continue~/.continue/config.yamlmcpServers
Cherry StudioSettings → MCP servers (UI)mcpServers
Goose~/.config/goose/config.yamlextensions
Hermes~/.hermes/config.yamlmcp_servers
OpenClaw~/.openclaw/openclaw.jsonmcp.servers
Reasonixreasonix.toml · ~/.reasonix/config.toml[[plugins]]
WorkBuddy / CodeBuddy~/.workbuddy/mcp.json (Connectors panel)mcpServers
Aider.aider.conf.ymlmcp-servers-file
Anything else—see below

The Universal Snippet

This is the config ~80% of clients accept verbatim:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
    }
  }
}

What each part means:

FieldWhy it's there
"godot-mcp"The name your AI will see. Rename it freely — nothing depends on it.
"type": "stdio"The server runs as a local child process. Some clients omit this field entirely; both are fine.
"command": "npx"On Windows, if you hit spawn ENOENT, change this to "npx.cmd".
"-y"Skips npx's "install this package?" prompt. Without it the server hangs on first run.
"-p", "."Your Godot project folder. . means "wherever the client launched the server from".

When to use . and when to use a full path:

  • Editors that open a folder (VS Code, Cursor, Windsurf, Zed, Trae, JetBrains) launch the server inside that folder → "." works, and the config stays portable across machines.
  • Desktop apps and global CLIs (Claude Desktop, Cherry Studio, a user-scope Claude Code entry) have no project folder → use an absolute path like "/Users/you/Games/MyGame" or "C:/Users/you/Games/MyGame".
  • Windows: always use forward slashes (C:/Users/...) or escaped backslashes (C:\\Users\\...) in JSON.

Two useful variants:

jsonc
// Read-only — the AI can inspect everything but cannot modify a single file
"args": ["-y", "@yanhuifair/godot-mcp", "-p", ".", "--read-only"]

// Pin the Godot binary when auto-detection fails
"env": { "GODOT_PATH": "/Applications/Godot.app/Contents/MacOS/Godot" }

Claude Code

1. Register the server. Run this from inside your Godot project folder:

bash
cd /path/to/your/godot/project
claude mcp add godot-mcp -- npx -y @yanhuifair/godot-mcp -p .

Everything after -- is the command Claude Code will spawn. The -- separator is required — without it Claude Code eats the -y and -p flags as its own.

2. Pick a scope (optional — the default is fine for one project):

CommandStored inWho gets it
claude mcp add godot-mcp -- …~/.claude.json, keyed by folderJust you, just this project
claude mcp add -s project godot-mcp -- ….mcp.json in the project rootEveryone who clones the repo — commit this
claude mcp add -s user godot-mcp -- …~/.claude.json, globalYou, in every project (use an absolute -p path)

Adding an environment variable:

Terminal
claude mcp add godot-mcp -e GODOT_PATH=/Applications/Godot.app/Contents/MacOS/Godot \
  -- npx -y @yanhuifair/godot-mcp -p .

3. Verify. Start claude, then type /mcp. You should see godot-mcp with a connected status. Press Enter on it to browse the 386 tools.

4. First prompt:

Run get_status and tell me what the Godot MCP server can currently reach, then list every scene in the project.

Managing it later:

Terminal
claude mcp list              # all registered servers + connection status
claude mcp get godot-mcp     # full details of one server
claude mcp remove godot-mcp  # unregister

If you used -s project, Claude Code will ask you to approve .mcp.json the first time you open the project. That's a security prompt, not an error — answer yes.


Cursor

1. Create the config. Project-level is best — it travels with the repo:

.cursor/mcp.json in your Godot project root:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
    }
  }
}

Prefer it everywhere? Use ~/.cursor/mcp.json (Windows: %USERPROFILE%\.cursor\mcp.json) with an absolute -p path instead.

You can also let Cursor create the file for you: Settings → Tools & Integrations → Add Custom MCP.

2. Verify. Open Cursor Settings → Tools & Integrations. godot-mcp should appear with a green dot and a tool count. Cursor hot-reloads this file, so no restart is needed — if the dot is red, click the refresh icon and check the JSON for a trailing comma.

3. Switch the chat to Agent mode (Cmd/Ctrl+I). Ask mode cannot call tools.

4. First prompt:

Use search_tools to find the tileset tools, then tell me which TileSets exist in this project.

Tool limit warning: Cursor only sends ~40–80 tools to the model at a time. Godot MCP ships 386. Keep search_tools in your rules file (see Make Your Agent Use the Tools Well) so the model looks a tool up instead of hallucinating one.


VS Code / GitHub Copilot

1. Create .vscode/mcp.json in your Godot project root. Note that VS Code's own key is servers, not mcpServers:

config.json
{
  "servers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
    }
  }
}

Shortcut: run MCP: Add Server… from the Command Palette (Cmd/Ctrl+Shift+P) and pick Command (stdio) — VS Code writes the file for you.

2. Start it. VS Code shows a small Start codelens directly above the "godot-mcp" line in the JSON. Click it. (Or run MCP: List Servers → godot-mcp → Start Server.)

3. Switch Copilot Chat to Agent mode. Open Chat (Cmd/Ctrl+Shift+I), then choose Agent in the mode dropdown. Ask and Edit modes don't call MCP tools.

4. Verify. Click the tools icon (🛠) in the chat input — godot-mcp should be listed. If you see "0 tools", run MCP: List Servers → godot-mcp → Show Output to read the startup log.

5. First prompt:

#godot-mcp Run get_status, then list all scenes.

Team tip: commit .vscode/mcp.json. Everyone who clones the repo gets the server automatically — VS Code just asks each person to trust it once.

User-level instead: Command Palette → MCP: Open User Configuration, and use an absolute -p path.


Codex CLI (OpenAI)

1. Add the server with the built-in command (writes ~/.codex/config.toml for you):

bash
codex mcp add godot-mcp -- npx -y @yanhuifair/godot-mcp -p .

Or edit ~/.codex/config.toml by hand — note this is TOML, not JSON:

toml
[mcp_servers.godot-mcp]
command = "npx"
args = ["-y", "@yanhuifair/godot-mcp", "-p", "."]
startup_timeout_sec = 30

[mcp_servers.godot-mcp.env]
GODOT_PATH = "/Applications/Godot.app/Contents/MacOS/Godot"

startup_timeout_sec matters here: npx may need to download the package on the very first run, which can exceed Codex's default startup window.

2. Verify:

bash
codex mcp list

3. Use it — always launch Codex from inside the Godot project so -p . resolves correctly:

bash
cd /path/to/your/godot/project
codex                                        # interactive
codex exec "Run get_status and list all scenes"   # one-shot

Gemini CLI (Google)

1. Add the server:

bash
cd /path/to/your/godot/project
gemini mcp add godot-mcp npx -y @yanhuifair/godot-mcp -p .

Default scope is project → written to .gemini/settings.json. Add -s user to write ~/.gemini/settings.json instead (then use an absolute -p path).

Equivalent hand-written config:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."],
      "timeout": 600000,
      "trust": false
    }
  }
}
  • trust: true skips the per-call confirmation prompt. Convenient, but it also means the AI can write files without asking — pair it with --read-only if you want a safety net.
  • includeTools / excludeTools accept arrays of tool names if you want to hand the model a curated subset instead of all 386.

2. Verify. Run gemini, then /mcp — it lists connected servers and their tools. gemini mcp list works outside a session.

3. First prompt:

Call get_status, then use search_tools to find animation-related tools.


Windsurf

1. Open the config. Either click Cascade → the hammer icon → Configure, or edit the file directly:

  • macOS/Linux: ~/.codeium/windsurf/mcp_config.json
  • Windows: %USERPROFILE%\.codeium\windsurf\mcp_config.json
config.json
{
  "mcpServers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "/path/to/your/godot/project"]
    }
  }
}

This file is global, so give it an absolute project path.

2. Refresh. Back in Cascade, click the hammer icon → Refresh. godot-mcp should turn green.

3. First prompt (Cascade is Cmd/Ctrl+L):

Run get_status, then read the main scene.


Cline (VS Code Extension)

1. Open Cline's MCP settings — don't hunt for the file, use the UI: click the Cline icon in the sidebar → MCP Servers (the server rack icon at the top) → Installed tab → Configure MCP Servers. That opens cline_mcp_settings.json.

Where that file actually lives
  • macOS: ~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json
  • Windows: %APPDATA%\Code\User\globalStorage\saoudrizwan.claude-dev\settings\cline_mcp_settings.json
  • Linux: ~/.config/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json

2. Add the entry:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "/path/to/your/godot/project"],
      "disabled": false,
      "autoApprove": []
    }
  }
}

autoApprove takes tool names that should run without a confirmation click — e.g. ["get_status", "search_tools", "list_scenes"] for read-only convenience.

3. Restart. Cline usually reloads on save; if not, click Restart Server next to godot-mcp in the MCP Servers panel. Wait for the dot to go green.

4. First prompt in Plan or Act mode:

Run get_status and summarize this Godot project's structure.


Roo Code (VS Code Extension)

Roo Code supports both a project file and a global file — the project file wins on conflicts.

1a. Project-level (recommended): create .roo/mcp.json in your Godot project root:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
    }
  }
}

1b. Global: Roo Code panel → MCP icon → Edit Global MCP (file lives at …/globalStorage/rooveterinaryinc.roo-cline/settings/mcp_settings.json). Use an absolute -p path there.

2. Enable it. In the Roo Code MCP panel, make sure the godot-mcp toggle is on and the status dot is green. Hit the refresh icon if it isn't.

3. First prompt:

Use search_tools to find shader tools, then list every .gdshader file.


Trae

Trae has two steps most people miss: adding the server and attaching it to an agent.

1. Add the server. Open the AI side panel → Settings (gear) → MCP → Add → Add manually (or Import from JSON), then paste:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
    }
  }
}

Wait for the status to become Connected/available before continuing.

2. Attach it to an agent. This is the step that trips people up — Trae agents only see MCP servers you explicitly grant them. Go to Agents → create or edit an agent → Tools → tick godot-mcp, then save.

3. Select that agent in the chat's agent dropdown.

4. First prompt:

Run get_status, then list all scenes in this project.

If the tools never fire, check MCP → godot-mcp → View logs — Trae surfaces the raw stdio startup output there.


Zed

1. Add a local server. Either use the UI — Settings → AI → MCP Servers → Add Server → Add Local Server — or run zed: open settings file from the Command Palette and add:

config.json
{
  "context_servers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."],
      "env": {}
    }
  }
}

Zed calls MCP servers context servers — the key is context_servers, not mcpServers. Everything else is the same.

2. Verify. Go back to Settings → AI → MCP Servers. The dot next to godot-mcp should be green with the tooltip "Server is active".

3. First prompt in the Agent Panel:

Use the godot-mcp tools: run get_status, then list the scenes.

Mentioning the server by name meaningfully improves tool-selection accuracy in Zed. For guaranteed usage, create an agent profile that turns off the built-in tools and leaves only godot-mcp on.


JetBrains IDEs (Rider, IntelliJ, GoLand…)

Relevant if you write C# in Rider against a Godot project. Requires a 2025.1+ IDE with the AI Assistant plugin (Junie shares the same MCP config).

1. Open Settings/Preferences → Tools → AI Assistant → Model Context Protocol (MCP).

2. Click +, switch the dialog to As JSON, and paste:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
    }
  }
}

If your IDE launches processes without your shell's PATH, replace "npx" with the absolute path (which npx / where npx).

3. Apply, then wait for the row to report a tool count instead of an error.

4. Use it in the AI Assistant chat with Codebase/Agent mode enabled — plain chat mode does not call tools.


OpenCode

1. Create opencode.json in your project root (or ~/.config/opencode/opencode.json for all projects):

config.json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "godot-mcp": {
      "type": "local",
      "command": ["npx", "-y", "@yanhuifair/godot-mcp", "-p", "."],
      "enabled": true,
      "timeout": 30000
    }
  }
}

Two OpenCode-specific gotchas:

  • command is a single array, not command + args.
  • The default tool-discovery timeout is 5000 ms. Listing 386 tools plus a cold npx download regularly blows past that — bump it to 30000 as shown or the server will silently show zero tools.

2. Verify. Start opencode in that folder. The MCP server appears at startup; tools are namespaced godot-mcp_*.

3. First prompt:

use godot-mcp to run get_status and list all scenes


Claude Desktop

1. Edit the config file:

  • macOS: ~/Library/Application Support/Claude/claude_desktop_config.json
  • Windows: %APPDATA%\Claude\claude_desktop_config.json
  • Linux: ~/.config/Claude/claude_desktop_config.json

Easier route: Settings → Developer → Edit Config opens the file directly.

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "/path/to/your/godot/project"]
    }
  }
}

Claude Desktop has no project folder, so the absolute path is mandatory.

2. Fully quit and relaunch. Not "close the window" — quit the app (Cmd+Q / tray → Exit). Claude Desktop reads this file only at startup.

3. Verify. A tools icon appears in the chat input showing the tool count. If it's missing, check the log: ~/Library/Logs/Claude/mcp-server-godot-mcp.log (macOS) or %APPDATA%\Claude\logs\ (Windows).

4. First prompt:

Get the Godot version and list all scenes in my project.


Continue

Continue (VS Code + JetBrains) reads ~/.continue/config.yaml:

yaml
mcpServers:
  - name: godot-mcp
    command: npx
    args:
      - "-y"
      - "@yanhuifair/godot-mcp"
      - "-p"
      - "/path/to/your/godot/project"

Older Continue installs use ~/.continue/config.json with a mcpServers array instead — check which file exists before editing. Save, then reopen the Continue panel; tools are discovered automatically. MCP tools only fire in Agent mode.


Cherry Studio

Popular cross-platform desktop MCP client, fully GUI-driven.

  1. Settings → MCP Servers → Add Server → Quick create.
  2. Name: godot-mcp · Type: STDIO · Command: npx
  3. Arguments — one per line, not space-separated:
    Code
    -y
    @yanhuifair/godot-mcp
    -p
    /path/to/your/godot/project
    
  4. Save and toggle the server on. A green indicator plus a tool count means it's live.
  5. In a chat, enable the MCP server via the toolbox icon under the input box, then ask it to run get_status.

Import from JSON also works — paste the universal snippet with an absolute -p path.


Goose

Interactive (recommended):

bash
goose configure
# → Add Extension → Command-line Extension
#   Name:    godot-mcp
#   Command: npx -y @yanhuifair/godot-mcp -p /path/to/your/godot/project
#   Timeout: 300

Or edit ~/.config/goose/config.yaml directly:

yaml
extensions:
  godot-mcp:
    name: godot-mcp
    type: stdio
    cmd: npx
    args:
      - "-y"
      - "@yanhuifair/godot-mcp"
      - "-p"
      - "/path/to/your/godot/project"
    enabled: true
    timeout: 300

Goose calls MCP servers extensions and uses cmd, not command. Restart Goose, then run /mcp to confirm the connection.


Aider

Aider's MCP support is version-dependent — run aider --help | grep -i mcp first to see which flags your build has.

bash
# Point Aider at a standard MCP JSON file
aider --mcp-servers-file ./mcp.json

# Or inline
aider --mcp-servers '{"mcpServers":{"godot-mcp":{"command":"npx","args":["-y","@yanhuifair/godot-mcp","-p","."]}}}'

./mcp.json is just the universal snippet. Persist it in .aider.conf.yml:

yaml
mcp-servers-file: ./mcp.json

Hermes

1. Add via CLI:

bash
hermes mcp add godot-mcp --command "npx" --args "-y" "@yanhuifair/godot-mcp" "-p" "/path/to/your/godot/project"

Or edit ~/.hermes/config.yaml directly:

yaml
mcp_servers:
  godot-mcp:
    command: "npx"
    args: ["-y", "@yanhuifair/godot-mcp", "-p", "/path/to/your/godot/project"]

2. Reload and verify. In a session run /reload-mcp, then hermes mcp list / hermes mcp test godot-mcp. Tools appear prefixed mcp_godot-mcp_*.


OpenClaw

1. Add the server (CLI, or Control UI → Settings → MCP → Add server):

bash
openclaw mcp add godot-mcp \
  --command npx \
  --arg "-y" --arg "@yanhuifair/godot-mcp" --arg "-p" --arg "/path/to/your/godot/project" \
  --cwd /path/to/your/godot/project

Or write it directly into ~/.openclaw/openclaw.json:

JSON Config
{
  "mcp": {
    "servers": {
      "godot-mcp": {
        "command": "npx",
        "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."],
        "cwd": "/path/to/your/godot/project",
        "enabled": true
      }
    }
  }
}

2. Verify the connection — a saved definition proves nothing:

bash
openclaw mcp doctor godot-mcp --probe

Restart the Gateway / agent (or openclaw mcp reload) so it picks up the new definition.


Reasonix

1. Add a [[plugins]] entry in reasonix.toml (project) or ~/.reasonix/config.toml (global):

toml
[[plugins]]
name    = "godot-mcp"
command = "npx"
args    = ["-y", "@yanhuifair/godot-mcp", "-p", "."]

2. Restart Reasonix and ask it to call get_status — the godot-mcp_* tools appear in its tool list.


WorkBuddy / CodeBuddy

1. Add a custom MCP connector. Open the Connectors panel → Custom (top-right), and add a server with:

Code
command: npx
args:    -y  @yanhuifair/godot-mcp  -p  /path/to/your/godot/project

This saves to ~/.workbuddy/mcp.json under mcpServers:

config.json
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@yanhuifair/godot-mcp", "-p", "."]
    }
  }
}

2. Trust it. WorkBuddy keeps a new server inactive until you open it in the connectors list and click Trust. Then start a new session.

3. Verify. Ask:

use godot-mcp to run get_status and list all scenes


Any Other MCP Client

If your client accepts a local command, give it:

Code
command: npx
args:    -y  @yanhuifair/godot-mcp  -p  /path/to/your/godot/project

If your client only accepts a URL (n8n, Dify, browser-based agents, hosted connectors), run the server yourself and point the client at the HTTP endpoint:

server.ts
export GODOT_MCP_TOKEN="$(openssl rand -hex 32)"   # required for non-loopback binds
npx -y @yanhuifair/godot-mcp -p /path/to/your/godot/project -t all --port 3000
EndpointURL
Streamable HTTP (MCP 2025)http://127.0.0.1:3000/mcp
SSE (legacy clients)http://127.0.0.1:3000/sse
Health checkhttp://127.0.0.1:3000/health

See Transport Modes for the full details.


Make Your Agent Use the Tools Well

386 tools is more than most models can keep straight, and many clients only forward a slice of them to the model. Two minutes of setup fixes this.

1. Drop a rules file in your project. Agents auto-read these: AGENTS.md (Codex, OpenCode, Cursor, Gemini CLI, Zed), CLAUDE.md (Claude Code), .cursor/rules/*.mdc (Cursor), .clinerules (Cline / Roo Code), .github/copilot-instructions.md (Copilot).

markdown
## Godot MCP

This project has the `godot-mcp` server attached (386 tools).

- Never guess a tool name. Call `search_tools` with a keyword first —
  e.g. search_tools("tileset"), search_tools("animation"), search_tools("navmesh").
- On `EDITOR_NOT_REACHABLE` or `RUNTIME_NOT_REACHABLE`, call `get_status`
  and tell me what's missing instead of retrying blindly.
- On `EDITOR_COMMAND_FAILED`, the editor rejected the command — read the
  engine message, verify the node path / property with `editor_get_scene_tree`
  or `get_class_properties`, then retry. Do not repeat the same call.
- Every `editor_*` scene change is undoable — if I say "undo that",
  call `editor_undo` rather than trying to reconstruct the old state.
- Prefer the file tools (read_scene, write_script, create_resource…).
  They work with Godot closed and are the fastest path.
- Use `editor_*` tools only when the change must show up in a live editor.
- Use `runtime_*` tools only after the game is actually running (F5).
- Always `read_scene` before `add_node` so the parent NodePath is correct.
- Read a script before rewriting it; never blank a file you haven't read.

2. Let it look before it touches. For a first run on an unfamiliar project, add --read-only to args. The server then rejects every write tool at the boundary, so no amount of enthusiasm from the model can damage your project.

3. Two prompts worth memorizing:

get_status — what is currently reachable (editor? running game?) and how many tools are loaded. search_tools("<keyword>") — the right tool name, ranked, without burning context on a 386-item list.


Troubleshooting

SymptomCause & fix
No tools show up at allThe client is in Ask/Chat mode. Switch to Agent mode — most clients don't call tools otherwise.
Server "fails to start", no errorJSON syntax. A trailing comma or a smart quote from a copy-paste is the usual culprit — validate the file.
spawn npx ENOENT (Windows)Change "command": "npx" to "npx.cmd", or use the absolute path from where npx.
spawn npx ENOENT (macOS/Linux GUI apps)The app launched without your shell PATH. Use the absolute path from which npx.
Server times out on first launchnpx is downloading the package. Run npx -y @yanhuifair/godot-mcp --help once in a terminal to warm the cache, and raise the client's startup timeout.
Project not found-p . only works when the client's working directory is the Godot project. Switch to an absolute path.
Connected, but 0 toolsTool-discovery timeout too low (notably OpenCode's 5 s default). Raise it to 30 s.
File tools work, editor_* tools failThe editor plugin isn't running. Run --enable-plugin, reload the project in Godot, and check get_status.
RUNTIME_NOT_REACHABLEThe game isn't running, or the runtime autoload isn't registered. See Tool Discovery & Live Game Runtime.
Godot can't be foundSet GODOT_PATH in the config's env block to the Godot binary.
Model picks the wrong toolAdd the rules file above, and tell it to call search_tools first.
Node.js too oldnode -v must be ≥ 18.

Usage Examples

The following examples show what you can ask your AI assistant. Each maps to one or more MCP tools (shown in parentheses).

Project Exploration

CommandTools Used
"Show me the project structure"list_project_files
"Generate a project overview report"generate_project_report
"What autoloads are configured?"list_autoloads
"Check my project for broken references"validate_project
"Find unused assets I should clean up"find_unused_assets

Scene Creation and Editing

CommandTools Used
"Create a 2D platformer scene with a CharacterBody2D root"create_scene
"Add a Cooldown Timer node under the Player"add_node
"Clone the Enemy node as Enemy2"clone_node
"Connect body_entered signal from Player to _on_body_entered"connect_signal
"Set the Player collision shape to CapsuleShape2D"set_collision_shape
"Load the player.png texture onto the Sprite"load_sprite
"Search all scenes for Timer nodes"find_nodes_in_scenes
"List all Button and Label nodes"list_ui_nodes

Script and Shader

CommandTools Used
"Analyze the structure of player.gd"read_script_structure
"Add a dash method to the Player script"add_script_function
"Search all scripts for references to 'velocity'"search_in_scripts
"Validate all GDScripts for syntax errors"validate_script
"Create a new spatial shader with vertex displacement"create_shader
"Validate and compile the hurricane shader"validate_shader + compile_shader

Materials and Resources

CommandTools Used
"Create a metallic PBR material with roughness 0.3"create_resource
"List all materials grouped by type"list_materials
"Change the albedo color of player_material"set_material_param
"Show me all .tres files in the project"list_resources

Animation

CommandTools Used
"Show all player animations with their keyframes"read_animation
"Add a position track to the idle animation"add_animation_track
"Set a keyframe at 0.5s with value Vector2(100, 0)"set_keyframe
"Show the AnimationTree state machine"read_animation_tree

Audio

CommandTools Used
"Show the audio bus layout"read_audio_bus_layout
"Add a reverb effect to the Master bus"add_bus_effect
"Set the SFX bus volume to -6 dB"set_bus_volume
"List all .wav and .ogg files"list_audio_files

Run, Debug, and Export

CommandTools Used
"Run the game at 1280x720 and take a screenshot"run_project + capture_screenshot
"Set a breakpoint at player.gd line 42"editor_set_breakpoint
"Step through the debugger and show local variables"editor_debug_step + editor_get_debug_variables
"Stop the running game"stop_project
"Export the project for macOS"export_project

Worked Walkthroughs

The tables above are the building blocks; here are two complete sessions showing how the tools compose.

Walkthrough 1 — Build a player scene from scratch (no Godot needed for the file work)

Code
1. "Create a 2D scene saved as player.tscn with a CharacterBody2D root named Player"
   → create_scene
2. "Add a CollisionShape2D with a CapsuleShape2D sized to the sprite, and a
   Sprite2D loading textures/player.png"                                    → add_node, set_collision_shape, load_sprite
3. "Create scripts/player.gd with _physics_process reading ui_left/ui_right/
   ui_up/ui_down and moving at 300 px/s, then attach it to Player"          → create_script, attach_script
4. "Instance Player into main.tscn at (100, 200)"                           → add_node (instance)
5. "Run the current scene"                                                  → editor_play_current_scene

Every step is a real file/editor mutation — run editor_undo or press Ctrl+Z in Godot to step back through any of them.

Walkthrough 2 — Freeze and inspect the running game

Code
1. "Run the game"                                                           → run_project / editor_play_current_scene
2. "Freeze it"                                                              → runtime_freeze
3. "Show the Player node's position, velocity, and is_on_floor()"           → runtime_get_node + runtime_call_method
4. "Step one frame and show position again"                                 → runtime_step + runtime_get_node
5. "Resume"                                                                 → runtime_resume

This is the fastest way to answer "what was the player actually doing at that exact frame?" — freeze, inspect, step, repeat.


Editor Plugin

The editor plugin enables real-time interaction with the Godot editor through two modes:

  • stdio mode — when MCP spawns Godot as a child process (JSON-RPC 2.0 over stdin/stdout)
  • TCP mode — when Godot is opened manually, the plugin listens on 127.0.0.1:9876 (loopback only). If GODOT_MCP_TOKEN or the project setting godot_mcp/auth_token is set, every connection must complete an auth handshake first. The port can be changed via the godot_mcp/editor_port project setting.

Install

Terminal
npx @yanhuifair/godot-mcp --enable-plugin -p /path/to/your/godot/project

This installs the plugin to addons/godot-mcp/ and auto-enables it in project.godot. No manual steps required.

Editor Tools (140 tools)

These are the MCP-side tools. The plugin implements 115 bridge commands; a few tools are thin wrappers over one command (e.g. editor_set_camera_param → set_node_properties).

View & Selection: editor_get_selection editor_set_selection editor_get_open_scene editor_read_current_scene editor_get_info editor_get_rect editor_focus editor_show_in_filesystem editor_open_dock

Playback Control: editor_play editor_stop editor_run_specific_scene editor_get_running_scene_tree editor_get_performance

Edit Operations: editor_undo editor_redo editor_save editor_save_all editor_reload_scene editor_delete_selected

Scene Operations: editor_create_scene editor_instantiate_scene editor_set_main_scene editor_get_scene_changes

Node Operations: editor_add_node editor_remove_node editor_duplicate_node editor_rename_node editor_reparent_node editor_move_node editor_get_node_properties editor_set_node_properties

Scripting: editor_create_script editor_attach_script editor_run_gdscript editor_evaluate_expression

Debugging: editor_set_breakpoint editor_remove_breakpoint editor_get_breakpoints editor_debug_continue editor_debug_step editor_debug_step_over editor_debug_break editor_get_stack_trace editor_get_debug_variables

Signals: editor_connect_signal editor_disconnect_signal editor_list_node_signals

File System: editor_open_asset editor_list_filesystem editor_create_folder editor_delete_asset editor_rename_asset editor_move_asset editor_duplicate_asset editor_reimport_asset editor_get_dependencies

Project Settings: editor_get_project_setting editor_set_project_setting editor_get_editor_setting editor_set_editor_setting editor_get_project_directory

Input & Autoloads: editor_get_input_map editor_add_input_action editor_remove_input_action editor_get_autoloads editor_add_autoload editor_remove_autoload

Assets & Baking: editor_bake_lightmaps editor_bake_navigation editor_take_screenshot

Class Documentation: editor_get_class_list editor_get_method_list editor_get_class_properties editor_get_class_signals editor_get_class_doc editor_search_help

Camera & Viewport: editor_get_camera editor_set_camera editor_toggle_grid editor_toggle_snap

Other: editor_get_recent_scenes editor_simulate_key editor_get_plugin_list editor_enable_plugin editor_disable_plugin editor_get_errors editor_clear_errors editor_health_check


Tool Discovery & Live Game Runtime

Most MCP servers can only touch the editor. Godot MCP can also drive the game you are actually playing — a tier no other public Godot MCP offers. This enables AI-driven playtesting, runtime-state debugging, automated gameplay verification, and live screenshots.

Enable the Runtime Autoload

The runtime bridge is a separate, lightweight autoload — it does not modify the editor plugin. Add it once per project:

  1. Make sure the editor plugin is installed (npx @yanhuifair/godot-mcp --enable-plugin -p .). The runtime bridge script ships inside the same addons/godot-mcp/ folder.
  2. In the Godot editor, open Project → Project Settings → Globals → Autoload.
  3. Add addons/godot-mcp/runtime_bridge.gd with the autoload name godot_mcp_runtime and enable it.
  4. Run the game from the editor (F5). The autoload prints [godot-mcp-runtime] Listening on 127.0.0.1:9877 to the output log.

Security: the bridge binds 127.0.0.1 only — it is never reachable from the LAN. It runs with process_mode = PROCESS_MODE_ALWAYS, so pausing the game (via runtime_freeze or the editor) does not stop the bridge from receiving commands.

It also refuses to start in an exported build. The bridge can call arbitrary methods on any node, so shipping it would be a backdoor. It only listens when OS.has_feature("editor") is true — i.e. when the game is run from the editor. If you forget to remove the autoload before exporting, it stays dormant instead of opening a port. To drive an exported build in CI, set GODOT_MCP_RUNTIME=1 in the environment.

Runtime Tools (11)

ToolDescription
runtime_pingCheck if the live-game runtime bridge is reachable.
runtime_get_treeRead the running game scene tree (live, inside the played game).
runtime_get_nodeRead live properties of a node in the running game.
runtime_set_nodeSet properties on a node in the running game (live mutation).
runtime_call_methodCall a method on a node in the running game.
runtime_emit_signalEmit a signal on a node in the running game.
runtime_inputInject a key input event into the running game (keycode + press/release).
runtime_freezePause (freeze) the running game.
runtime_resumeResume (unpause) the running game.
runtime_stepAdvance the running game by N frames deterministically while paused (frame stepping).
runtime_screenshotCapture a screenshot of the running game viewport.

Example workflow

Code
"Run the game, freeze it, then step 5 frames and screenshot"
  → runtime_ping → runtime_freeze → runtime_step { frames: 5 } → runtime_screenshot

"Set the Player's health to 0 and emit died"
  → runtime_set_node { path: "Player", properties: { "health": "0" } }
  → runtime_emit_signal { path: "Player", signal: "died" }

If the runtime tools return a RUNTIME_NOT_REACHABLE error, run get_status — it reports whether the autoload is reachable and how to enable it.

Tool Discovery & Diagnostics (Meta, 2 tools)

With 386 tools, guessing the right name wastes tokens. Two discovery tools help:

ToolDescription
search_toolsSearch all tools by keyword/description to discover the right tool name. AND-combines space-separated words; name matches rank higher.
get_statusSystem status / diagnostics: editor bridge, live-game runtime bridge, and tool count. Use to debug connection issues.
Code
"Find tools that deal with collision shapes"  → search_tools { keyword: "collision shape" }
"What subsystems are available right now?"    → get_status

All Tools

Click each category to expand and see all tools with descriptions.

Editor (140 tools) — Live editor control
ToolDescription
editor_get_selectionGet selected nodes in editor.
editor_set_selectionSelect node in editor.
editor_get_open_sceneGet currently open scene path.
editor_read_current_sceneRead live editor scene tree.
editor_get_infoGet editor status info.
editor_get_rectGet editor window dimensions.
editor_focusBring the Godot editor window to the foreground.
editor_show_in_filesystemReveal a file in the FileSystem dock.
editor_open_dockOpen a dock: filesystem, inspector, scene, output.
editor_playPlay project from editor.
editor_stopStop playing in editor.
editor_run_specific_sceneRun a specific scene (not just main).
editor_get_running_scene_treeGet the live scene tree while the game is running.
editor_get_performanceGet FPS, draw calls, memory usage while game is running.
editor_undoUndo the last scene action (including every MCP scene mutation) and report which action was undone.
editor_redoRedo the last undone scene action and report which action was redone.
editor_saveSave current scene in editor.
editor_save_allSave all open scenes.
editor_reload_sceneSave and reload current scene.
editor_delete_selectedDelete currently selected nodes.
editor_create_sceneCreate and open a new scene in the editor.
editor_instantiate_sceneInstantiate a PackedScene into the current scene.
editor_set_main_sceneSet the project main scene.
editor_get_scene_changesCheck unsaved changes plus the last action name and whether undo/redo are available.
editor_add_nodeAdd a node to the currently open scene in editor.
editor_remove_nodeRemove a node from the currently open scene.
editor_duplicate_nodeDuplicate a node with children, scripts, and signals.
editor_rename_nodeRename a node in the editor.
editor_reparent_nodeMove a node to a new parent.
editor_move_nodeMove a 2D/3D node to a new position.
editor_get_node_propertiesRead all editor-visible properties of a node.
editor_set_node_propertiesSet multiple properties on a node at once.
editor_create_scriptCreate and open a new GDScript in the editor.
editor_attach_scriptAttach a script to a node in the editor.
editor_run_gdscriptExecute arbitrary GDScript code in editor context.
editor_evaluate_expressionEvaluate a GDScript expression in debugger/editor context.
editor_set_breakpointSet a breakpoint in a script.
editor_remove_breakpointRemove a breakpoint from a script.
editor_get_breakpointsList all breakpoints.
editor_debug_continueResume execution in debugger.
editor_debug_stepStep into next line in debugger.
editor_debug_step_overStep over current line in debugger.
editor_debug_breakStop execution (break) in debugger.
editor_get_stack_traceGet current call stack from debugger.
editor_get_debug_variablesGet local variables from debugger.
editor_connect_signalConnect a signal between nodes in the editor.
editor_disconnect_signalDisconnect a signal between nodes.
editor_list_node_signalsList signals and their connections on a node.
editor_open_assetOpen an asset in editor.
editor_list_filesystemList files and directories in the editor filesystem.
editor_create_folderCreate a directory in the project via editor filesystem.
editor_delete_assetDelete a file or folder via editor.
editor_rename_assetRename a file via editor filesystem.
editor_move_assetMove a file to a new location via editor.
editor_duplicate_assetDuplicate a file via editor filesystem.
editor_reimport_assetForce reimport of an asset.
editor_get_dependenciesGet all resource dependencies for a file.
editor_get_project_settingRead a project setting via editor API.
editor_set_project_settingSet a project setting via editor API (auto-saves).
editor_get_editor_settingRead an editor preference value.
editor_set_editor_settingSet an editor preference.
editor_get_project_directoryGet project res:// and user:// paths.
editor_get_input_mapRead the Input Map via editor API.
editor_add_input_actionAdd an input action via editor API.
editor_remove_input_actionRemove an input action via editor API.
editor_get_autoloadsList autoload singletons via editor API.
editor_add_autoloadAdd an autoload singleton via editor API.
editor_remove_autoloadRemove an autoload singleton via editor API.
editor_bake_lightmapsTrigger lightmap baking.
editor_bake_navigationBake navigation meshes for all NavigationRegion nodes in current scene.
editor_take_screenshotCapture the editor viewport as a PNG.
editor_get_class_listList all Godot classes, optionally filtered.
editor_get_method_listList all methods of a Godot class.
editor_get_class_propertiesList all editor-visible properties of a class.
editor_get_class_signalsList all signals of a Godot class.
editor_get_class_docOpen Godot documentation for a class in browser.
editor_search_helpSearch Godot documentation in browser.
editor_get_cameraGet the 3D editor viewport camera position.
editor_set_cameraSet the 3D editor viewport camera position.
editor_toggle_gridToggle 3D grid visibility.
editor_toggle_snapToggle 3D snap mode.
editor_get_recent_scenesList recently opened scene paths.
editor_simulate_keySimulate a key press in the editor (e.g. F5 to run, Ctrl+S to save).
editor_get_plugin_listList all installed editor plugins with enabled state.
editor_enable_pluginEnable a named editor plugin.
editor_disable_pluginDisable a named editor plugin.
editor_get_errorsGet current editor error/log list.
editor_clear_errorsClear the editor error list.
editor_health_checkCheck if the Godot editor plugin is reachable.
Scene (22 tools) — Full scene CRUD + nodes + signals + transforms
ToolDescription
read_sceneRead a .tscn scene file.
create_sceneCreate a new scene from template.
edit_sceneApply batch operations to a scene.
list_scenesList all .tscn scene files.
search_scene_contentFull-text search in .tscn content.
scene_dependency_graphAnalyze inter-scene dependencies.
add_nodeAdd a node to a scene.
remove_nodeRemove a node from a scene.
modify_nodeModify node properties or rename.
clone_nodeDeep-clone a node in a scene.
rename_nodeRename a node in a scene.
attach_scriptAttach a script to a node.
connect_signalConnect a signal between nodes.
disconnect_signalDisconnect a signal.
set_node_positionSet node position (2D/3D auto-detect).
set_node_rotationSet node rotation (2D/3D).
set_node_scaleSet node scale (2D/3D).
transform_nodeApply a transform to a node.
set_collision_shapeSet collision shape for CollisionShape node.
load_spriteLoad a texture onto a Sprite2D node.
list_ui_nodesList Control-derived UI nodes.
find_nodes_in_scenesSearch nodes across scenes by type/property.
Project (24 tools) — Config, input map, file ops, autoloads, export presets, validation
ToolDescription
list_project_filesList files and directories in the Godot project.
read_project_configRead and parse project.godot.
write_project_configWrite a config value to project.godot.
read_export_presetsRead export presets from export_presets.cfg.
create_export_presetCreate an export preset in export_presets.cfg (Windows Desktop/Linux/macOS/Android/iOS/Web).
update_export_presetUpdate fields/options of an existing export preset (by name or index).
remove_export_presetRemove an export preset and renumber the remaining ones.
read_input_mapRead input map with key bindings.
write_input_actionCreate a new input action.
remove_input_actionRemove an input action.
add_input_bindingAdd key/mouse/joypad binding to action.
list_autoloadsList all autoload singletons.
add_autoloadAdd an autoload entry.
remove_autoloadRemove an autoload entry.
search_in_projectSearch for text across project files.
delete_fileDelete a file with .bak backup.
move_fileMove/rename a file within project.
create_directoryCreate a directory in project.
duplicate_sceneDuplicate a scene file.
duplicate_resourceDuplicate a .tres resource.
generate_project_reportGenerate comprehensive project overview.
find_unused_assetsFind orphaned project files.
validate_projectValidate project for broken refs, empty UIDs.
list_groupsList all node groups across scenes.
Script (21 tools) — GDScript/Shader CRUD + analysis + injection + validation
ToolDescription
read_scriptRead a script file with line numbers.
write_scriptWrite content to a script file.
create_scriptCreate a new script from template.
list_scriptsList all script files grouped by type.
read_script_structureAnalyze GDScript structure.
search_in_scriptsSearch in scripts with function context.
validate_scriptValidate GDScript for common issues.
add_script_functionAppend a function to GDScript.
add_script_signalAdd a signal declaration to GDScript.
add_script_exportAdd @export variable to GDScript.
read_shaderRead a .gdshader file.
create_shaderCreate a new .gdshader from template.
list_shadersList all .gdshader files.
write_shaderWrite content to a .gdshader.
validate_shaderValidate .gdshader for syntax issues.
compile_shaderCompile (reimport) a .gdshader via Godot editor.
list_visual_shadersList VisualShader graph files.
read_visual_shaderRead a VisualShader graph.
read_shader_includeRead a .gdshaderinc file.
create_shader_includeCreate a .gdshaderinc file.
list_shader_includesList all .gdshaderinc files.
Animation (10 tools) — AnimationPlayer/AnimationTree pipeline
ToolDescription
list_animationsList AnimationPlayers and animations.
read_animationRead animation tracks and keyframes.
create_animationCreate Animation .tres resource.
set_animation_paramSet animation parameter.
add_animation_libraryAdd animation library to player.
add_animation_trackAdd track to animation.
set_keyframeSet keyframe on track.
remove_animation_trackRemove track from animation.
read_animation_treeRead AnimationTree with state machine.
set_animation_tree_paramSet AnimationTree parameter.
Godot Engine (9 tools) — Engine detection, launch, run, export
ToolDescription
get_godot_versionDetect installed Godot version.
launch_editorLaunch Godot editor with project.
run_projectRun the Godot project.
stop_projectStop all running Godot processes.
export_projectExport project via Godot CLI preset.
capture_screenshotCapture screenshot of running game.
monitor_outputRead Godot process output.
is_editor_runningCheck if Godot editor is running.
list_projectsScan directory for Godot projects.
Coverage (18 tools) — Mesh primitives, 2D lights, vehicles, spring arm, decal & more
ToolDescription
create_mesh_primitiveCreate 3D mesh resource: Box, Capsule, Cylinder, Plane, Sphere, Torus, etc. (11 types).
read_light_2dList PointLight2D/DirectionalLight2D nodes with energy and shadow settings.
set_light_2d_paramSet a parameter on a 2D light node.
create_vehicle_bodyCreate a VehicleBody3D with VehicleWheel nodes for car physics.
read_vehicle_bodyList VehicleBody3D nodes with wheel counts.
create_spring_armCreate a SpringArm3D for smooth camera follow.
read_spring_armList SpringArm3D nodes with spring length and collision settings.
read_decalList Decal nodes with size and texture info.
read_occluderList OccluderInstance3D and OcclusionPolygon2D nodes.
read_markerList Marker2D/Marker3D position markers across scenes.
read_audio_streamRead audio file info: format, size, loop, bitrate from .import config.
read_audio_listenerList AudioListener2D/3D nodes for spatial audio positioning.
create_camera_attributesCreate CameraAttributes (Practical or Physical) for 3D camera DOF and auto-exposure.
create_sprite_framesCreate a SpriteFrames .tres resource with named animations.
read_sprite_framesList AnimatedSprite nodes and their SpriteFrames resources.
read_soft_bodyList SoftBody3D nodes with mass and stiffness.
read_grid_mapList GridMap nodes with cell size and mesh library references.
create_grid_mapCreate a GridMap node for 3D tile-based level design.
Resource (8 tools) — .tres CRUD, PBR materials, themes, templates
ToolDescription
read_resourceRead a .tres resource file.
list_resourcesList all resource files.
create_resourceCreate a resource from template.
write_resourceWrite properties to a resource.
list_materialsList materials grouped by type.
read_materialRead material with PBR formatting.
set_material_paramSet a single material parameter.
read_themeRead Theme resource with type-aware grouping.
Audio (7 tools) — Audio bus layout CRUD, effects, volume
ToolDescription
read_audio_bus_layoutRead AudioBusLayout.
list_audio_filesList audio files by format.
create_audio_bus_layoutCreate AudioBusLayout.
add_audio_busAdd audio bus to layout.
remove_audio_busRemove audio bus.
add_bus_effectAdd effect to audio bus.
set_bus_volumeSet bus volume in dB.
Shader Graph (8 tools) — VisualShader graph node editing, 40+ node types
ToolDescription
create_visual_shaderCreate a new VisualShader .tres graph file.
add_shader_graph_nodeAdd a node to a VisualShader graph (40+ types: constants, math, textures, effects).
remove_shader_graph_nodeRemove a node from a VisualShader graph by index.
connect_shader_graph_nodesConnect two node ports in a VisualShader graph.
disconnect_shader_graph_nodesDisconnect two node ports in a VisualShader graph.
set_shader_node_paramSet a parameter on a VisualShader node (constant, expression, operator, etc.).
list_shader_node_typesList all VisualShader node types organized by category with I/O counts.
get_shader_node_defaultsGet default ports and parameters for a specific VisualShader node type.
Meta / Discovery (2 tools) — Tool search + system diagnostics
ToolDescription
search_toolsSearch all tools by keyword/description to discover the right tool name. Use this instead of guessing among 350+ tools.
get_statusSystem status / diagnostics: editor bridge, live-game runtime bridge, and tool count. Use to debug connection issues.
Runtime (game) (11 tools) — Control the running game
ToolDescription
runtime_pingCheck if the live-game runtime bridge is reachable.
runtime_get_treeRead the running game scene tree (live, inside the played game).
runtime_get_nodeRead live properties of a node in the running game.
runtime_set_nodeSet properties on a node in the running game (live mutation).
runtime_call_methodCall a method on a node in the running game.
runtime_emit_signalEmit a signal on a node in the running game.
runtime_inputInject a key input event into the running game.
runtime_freezePause (freeze) the running game.
runtime_resumeResume (unpause) the running game.
runtime_stepAdvance the running game by N frames deterministically while paused (frame stepping).
runtime_screenshotCapture a screenshot of the running game viewport.
Remaining Categories

Domain (11): read_curve, create_curve, read_gradient, create_gradient, list_paths, read_path, list_skeletons, read_skeleton, read_reflection_probe, read_multimesh, create_noise_texture

Nodes (8): read_character_body, read_animated_sprite, read_audio_player, read_video_player, read_parallax, read_rich_text, read_container, read_tab_container

Utility (6): list_all_signals, read_project_icon, read_stylebox, create_atlas_texture, list_popups, generate_cohesion_report

Rendering (5): read_mesh_instance, set_mesh_surface_material, read_viewport, read_area, read_raycast

Environment (4): read_environment, list_environments, create_environment, set_environment_param

Inspector (5): list_cameras, read_camera, list_lights, set_light_param, read_particles

Physics (4): list_physics_materials, read_physics_material, create_physics_material, read_collision_layers

Import (3): read_import_config, list_import_files, write_import_config

TileMap (3): list_tilesets, read_tileset, read_tilemap

Navigation (3): list_nav_regions, read_nav_region, create_nav_mesh

Translation (8): list_translations, read_translation, create_translation, write_translation, add_translation_key, create_po_translation, register_translation, unregister_translation

Joints (3): create_joint, set_joint_param, list_joints

UID (3): get_uid, update_project_uids, list_missing_uids

2D Geometry (2): create_collision_polygon, set_shape_points

Diff (2): diff_scene, diff_resource

Other (4): read_gdextension, list_csproj, create_world, read_texture_info


Supported Formats

FormatExtensionOperations
Scene.tscnRead, write, create, edit
Script.gdRead, write, create, validate, analyze
Script.csRead, write, create
Shader.gdshaderRead, write, create, validate, compile
Shader Include.gdshaderincRead, write, create
VisualShader.tresRead, list, graph editing
Resource.tresRead, write, create (14 templates)
Resource.resNot supported (binary)
Configproject.godotRead, write
Configexport_presets.cfgRead
Import.importRead, write
Environment.tresRead, write, create (4 presets)
Animation.tres / .tscnRead, create, modify
AudioBus.tresRead, write, create
PhysicsMaterial.tresRead, write, create
TileSet.tresRead, list
Translation.csv / .poRead, create

Development

Terminal
npm install          # Install dependencies
npm run build        # Build TypeScript to dist/
npm run dev          # Dev mode (tsx hot reload)
npm test             # Run the vitest suite; node test/test_all.mjs for 176 legacy checks
npm run lint         # ESLint (flat config). `npm run lint:errors` hides the `any` warnings
npm run test:watch   # Watch mode
npm run check:godot  # Load every fixture in a real headless Godot and verify
                     # ext_resource paths, UIDs and SubResource refs (needs Godot installed)

CLI Options

See Command-Line Options for the full table (it lives once, in the installation section).

Tech Stack

  • Runtime: Node.js >= 18
  • Language: TypeScript 5.5
  • MCP SDK: @modelcontextprotocol/sdk ^1.29
  • Schema Validation: Zod ^3.24
  • HTTP Server: Express ^5.2
  • Test: Vitest ^2.0
  • Transport: stdio (default), SSE, Streamable HTTP

Build VSIX

Terminal
npm run vsix
# Output: godot-mcp-<version>.vsix

Install in VS Code:

bash
code --install-extension godot-mcp-<version>.vsix

Limitations

  • Binary .res files are not parseable — use .tres (text format) for editable resources
  • Godot CLI tools (launch_editor, run_project, export_project) require the Godot Engine binary
  • edit_scene uses text manipulation on .tscn; complex refactors may require manual verification
  • Screenshots depend on OS-native screenshot utilities

FAQ

Do I need to keep Godot open? No. Every file-based tool — scenes, resources, scripts, shaders, project settings — uses native parsers and runs instantly against files on disk. Only the live editor tools (123) and live game runtime tools (11) need Godot running, and the server can launch it for you automatically.

Does it support Godot 3? No. Godot 4.x only. Godot 3's file formats and editor APIs differ too much to support cleanly.

Which AI clients work with it? Any MCP-compatible client. Verified with Claude Desktop, Claude Code, Cursor, VS Code (Copilot), Windsurf, Codex, Cline, Roo Code, Aider, Cody, Goose, and Continue.

How does the AI pick the right tool out of 386? Use search_tools — it ranks the catalog by keyword against tool names and descriptions, so the AI can find add_audio_bus_effect without loading all 386 schemas into context. get_status reports which subsystems (editor bridge, game runtime) are currently reachable.

What makes the runtime tools different from the editor tools? Editor tools talk to the Godot editor. Runtime tools talk to the running game through a lightweight autoload on 127.0.0.1:9877. That's what enables freezing the game, stepping an exact number of frames, and screenshotting a precise gameplay moment.

Is it safe to let an AI edit my project? Destructive file operations write .bak backups, tools are classified read-only vs. write, and every failure returns a typed error code with a repair hint rather than silently corrupting a file. Use version control anyway.


Keywords

Godot MCP · Godot MCP server · Model Context Protocol Godot · Godot AI assistant · Godot AI agent · Godot Engine 4 MCP · GDScript AI · AI game development · Godot Copilot · Claude Godot integration · Cursor Godot · VS Code Godot MCP · Windsurf Godot · Cline Godot · Godot automation · Godot scene editing API · .tscn parser · .tres parser · Godot shader AI · VisualShader automation · Godot debugging AI · Godot runtime inspection · AI game engine tooling · MCP server for game engines · Godot编辑器 AI · Godot 自动化 · Godot 智能体


License

AGPL-3.0-or-later

Tip

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