Godot MCP Server

1

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claude mcp add godot-mcp-1f36 -- npx -y @xianlee/godot-mcp install
README.md

Comprehensive integration between LLMs and the Godot Engine

Godot MCP (Model Context Protocol)

Project Overview

Godot MCP provides a comprehensive, production-ready integration between Large Language Models (LLMs) and the Godot Engine (versions 4.x). It creates a unified Model Context Protocol interface allowing AI assistants to intelligently read, write, and manipulate Godot project files, interact with the live Godot Editor, and perform End-to-End (E2E) testing on running games. By consolidating multiple AI-to-Godot features into a single robust toolkit, Godot MCP dramatically lowers the friction of AI-assisted game development.

Installation & Usage

1. Prerequisites

  • Node.js (v18 or higher)
  • Godot Engine 4.x
  • Supported MCP client (e.g., Claude Desktop)

2. Add the Godot Plugin

Navigate to your specific Godot project's root folder in your terminal and run:

npx -y @xianlee/godot-mcp install

This will automatically copy the addons/godot_mcp folder into your project. Enable the godot_mcp plugin via Project > Project Settings > Plugins in the Godot Editor.

3. Configure the MCP Client (Claude Desktop Example)

Add the following configuration to your mcp config json:

{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@xianlee/godot-mcp"],
      "env": {
        "GODOT_PATH": "<OPTIONAL_ABSOLUTE_PATH_TO_GODOT_EXECUTABLE>"
      }
    }
  }
}

4. Running the Complete Toolchain

  1. Ensure your Godot editor is open with the godot_mcp plugin enabled.
  2. Start your MCP Client (like Claude Desktop). The server will download on-the-fly and seamlessly jump into the Godot WebSocket.

Feature List

  • Live Editor Manipulation: Modify nodes, properties, and scenes in real-time within the Godot Editor.
  • Deep Project Context: Read and analyze scripts, scene structures (.tscn), and project files dynamically.
  • Version-Aware Godot Docs: Automatically query Godot documentation matching your specific engine version.
  • End-to-End Game Bridge testing: Play, test, and assert logic in live running games via simulated inputs and state queries.
  • Advanced Diagnostics: View diagnostics, validate scenes, and debug live errors automatically.
  • Consolidated Architecture: Minimal tool footprint heavily utilizing action parameters to conserve AI context windows.
  • Auto-Screenshot Loop: Periodically captures visual screenshots of the editor or running game state to provide AI with continuous visual context.
  • Bug Fix Loop: Automatically collects stack traces from the Godot engine, analyzes runtime errors, and iteratively proposes code fixes.
  • Scene Tree Viewer: Interactive web-based visualizer for inspecting the live Godot scene tree and node properties via a browser.
  • Intelligent Path Detection: Seamlessly detects correct Godot project paths and environment variables, even when loaded via external IDEs.
  • Robust Connection Handling: Enterprise-grade WebSocket connections featuring command queuing, exponential backoff, and large payload buffering.
  • Universal Asset Resolution: Resolves internal Godot UUIDs (uid://... or .uid files) dynamically to absolute file paths, ensuring seamless AI context mapping.

MCP Tools Reference

Tool Name Description Key Parameters
manage_project Project-level operations action (info, tree, stats), directory
manage_project_config Modify project.godot or export settings action (read, write), section, key, value
manage_asset Resolve or inspect asset paths and UUIDs action (resolve, get_uid), file_path, uid
manage_script Create, read, update, or analyze GDScripts action (create, read, edit), file_path, content
manage_scene Scene-level operations action (open, save, run, structure), scene_path
manage_node Node-level edits within the live editor action (create, delete, update, get), node_path, properties
manage_physics Inspect or edit physics shapes and layers action (get_layer, set_layer), node_path
manage_animation Control AnimationPlayers in the editor action (get_list, play, stop), node_path, anim_name
manage_ui Inspect or modify Control nodes action (get_theme, set_anchors), node_path
manage_audio Audit or manipulate audio streams action (get_buses, set_volume), bus_name
manage_signal Connect or disconnect Godot signals action (connect, disconnect), source_node, signal_name, target_node, method_name
manage_game_bridge Connect to or configure a live running game action (status, reset, ping)
game_scene Get node trees from the running game action (get_tree, get_node), node_path
game_input Simulate input events in the running game action (press, release, mouse_move), input_name
game_state Query properties and execution state action (get_proper

Tools (15)

manage_projectPerform project-level operations.
manage_project_configModify project.godot or export settings.
manage_assetResolve or inspect asset paths and UUIDs.
manage_scriptCreate, read, update, or analyze GDScripts.
manage_scenePerform scene-level operations.
manage_nodeEdit nodes within the live editor.
manage_physicsInspect or edit physics shapes and layers.
manage_animationControl AnimationPlayers in the editor.
manage_uiInspect or modify Control nodes.
manage_audioAudit or manipulate audio streams.
manage_signalConnect or disconnect Godot signals.
manage_game_bridgeConnect to or configure a live running game.
game_sceneGet node trees from the running game.
game_inputSimulate input events in the running game.
game_stateQuery properties and execution state.

Environment Variables

GODOT_PATHOptional absolute path to the Godot executable

Configuration

claude_desktop_config.json
{"mcpServers": {"godot-mcp": {"command": "npx", "args": ["-y", "@xianlee/godot-mcp"], "env": {"GODOT_PATH": "<OPTIONAL_ABSOLUTE_PATH_TO_GODOT_EXECUTABLE>"}}}}

Try it

Read the current scene tree and identify any nodes missing collision shapes.
Create a new GDScript for a player controller and attach it to the main character node.
Simulate a jump input in the running game and check if the player's Y-position changes.
Analyze the latest runtime error stack trace and suggest a fix for the script.
List all audio buses in the project and set the master volume to 0.5.

Frequently Asked Questions

What are the key features of Godot MCP?

Live manipulation of nodes, properties, and scenes within the Godot Editor. Dynamic analysis of GDScripts and project file structures. Automated End-to-End testing of running games via simulated inputs. Automatic visual context capture via screenshot loops. Integrated bug fix loop using engine stack traces.

What can I use Godot MCP for?

Automating repetitive scene setup and node property configuration. Debugging runtime errors by having AI analyze stack traces and propose code fixes. Performing automated E2E testing to verify game mechanics during development. Querying version-specific Godot documentation directly within the IDE context.

How do I install Godot MCP?

Install Godot MCP by running: npx -y @xianlee/godot-mcp install

What MCP clients work with Godot MCP?

Godot MCP works with any MCP-compatible client including Claude Desktop, Claude Code, Cursor, and other editors with MCP support.

Turn this server into reusable context

Keep Godot MCP docs, env vars, and workflow notes in Conare so your agent carries them across sessions.

Need the old visual installer? Open Conare IDE.
Open Conare