Godot MCP Pro MCP Server

Local setup required. This server has to be cloned and prepared on your machine before you register it in Claude Code.
1

Set the server up locally

Run this once to clone and prepare the server before adding it to Claude Code.

Run in terminal
npm install
npm run build
2

Register it in Claude Code

After the local setup is done, run this command to point Claude Code at the built server.

Run in terminal
claude mcp add -e "GODOT_MCP_PORT=${GODOT_MCP_PORT}" godot-mcp-pro -- node "<FULL_PATH_TO_GODOT_MCP_PRO>/dist/index.js"

Replace <FULL_PATH_TO_GODOT_MCP_PRO>/dist/index.js with the actual folder you prepared in step 1.

Required:GODOT_MCP_PORT
README.md

Premium MCP server for AI-powered Godot game development.

Godot MCP Pro

Premium MCP (Model Context Protocol) server for AI-powered Godot game development. Connects AI assistants like Claude directly to your Godot editor with 163 powerful tools.

Architecture

AI Assistant ←—stdio/MCP—→ Node.js Server ←—WebSocket:6505—→ Godot Editor Plugin
  • Real-time: WebSocket connection means instant feedback, no file polling
  • Editor Integration: Full access to Godot's editor API, UndoRedo system, and scene tree
  • JSON-RPC 2.0: Standard protocol with proper error codes and suggestions

Quick Start

1. Install the Godot Plugin

Copy the addons/godot_mcp/ folder into your Godot project's addons/ directory.

Enable the plugin: Project → Project Settings → Plugins → Godot MCP Pro → Enable

2. Install the MCP Server

cd server
npm install
npm run build

3. Configure Claude Code

Add to your .mcp.json:

{
  "mcpServers": {
    "godot-mcp-pro": {
      "command": "node",
      "args": ["D:/dev/godot-mcp-pro/server/build/index.js"],
      "env": {
        "GODOT_MCP_PORT": "6505"
      }
    }
  }
}

4. Auto-Approve Tool Permissions (Recommended)

Claude Code asks for permission each time a tool is called. To skip these prompts, copy one of the included permission presets to your Claude Code settings:

Option A: Conservative (default — blocks destructive tools)

cp settings.local.json ~/.claude/settings.local.json

Allows 152 of 163 tools automatically. The following 11 tools will still require manual approval each time:

Blocked Tool Reason
delete_node Deletes a node from the scene
delete_scene Deletes a scene file from disk
remove_animation Removes an animation
remove_autoload Removes an autoload singleton
remove_state_machine_state Removes a state machine state
remove_state_machine_transition Removes a state machine transition
execute_editor_script Runs arbitrary code in the editor
execute_game_script Runs arbitrary code in the running game
export_project Triggers a project export
tilemap_clear Clears all cells in a TileMapLayer

Option B: Permissive (allows everything, denies dangerous commands)

cp settings.local.permissive.json ~/.claude/settings.local.json

Allows all 163 tools and all Bash commands. Explicitly denies destructive shell commands (rm -rf, git push --force, git reset --hard, etc.) and the same destructive MCP tools listed above.

Note: If you already have a settings.local.json, merge the permissions section manually instead of overwriting.

5. Lite Mode (Optional)

If your MCP client has a tool count limit (e.g., Windsurf: 100, Cursor: ~40), use Lite mode which registers 76 core tools instead of 162:

{
  "mcpServers": {
    "godot-mcp-pro": {
      "command": "node",
      "args": ["D:/dev/godot-mcp-pro/server/build/index.js", "--lite"]
    }
  }
}

Lite mode includes: project, scene, node, script, editor, input, runtime, and input_map tools.

6. Use It

Open your Godot project with the plugin enabled, then use Claude Code to interact with the editor.

All 162 Tools

Project Tools (7)

Tool Description
get_project_info Project metadata, version, viewport, autoloads
get_filesystem_tree Recursive file tree with filtering
search_files Fuzzy/glob file search
get_project_settings Read project.godot settings
set_project_setting Set project settings via editor API
uid_to_project_path UID → res:// conversion
project_path_to_uid res:// → UID conversion

Scene Tools (9)

Tool Description
get_scene_tree Live scene tree with hierarchy
get_scene_file_content Raw .tscn file content
create_scene Create new scene files
open_scene Open scene in editor
delete_scene Delete scene file
add_scene_instance Instance scene as child node
play_scene Run scene (main/current/custom)
stop_scene Stop running scene
save_scene Save current scene to disk

Node Tools (14)

Tool Description
add_node Add node with type and properties
delete_node Delete node (with undo support)
duplicate_node Duplicate node and children
move_node Move/reparent node
update_property Set any property (auto type parsing)
get_node_properties Get all node properties
add_resource Add Shape/Material/etc to node
set_anchor_preset Set Control anchor preset
rename_node Rename a node in the scene
connect_signal Connect signal between nodes
disconnect_signal Disconnect signal connection
get_node_groups Get groups a node belongs to
set_node_groups Set node group membership
find_nodes_in_group Find all nodes in a group

Script Tools (8)

| Tool | Descrip

Tools (5)

get_project_infoRetrieves project metadata, version, viewport, and autoloads.
get_scene_treeRetrieves the live scene tree with hierarchy.
add_nodeAdds a node with specified type and properties.
update_propertySets any property on a node with auto type parsing.
play_sceneRuns the current, main, or custom scene.

Environment Variables

GODOT_MCP_PORTrequiredThe port used for the WebSocket connection to the Godot Editor plugin.

Configuration

claude_desktop_config.json
{"mcpServers": {"godot-mcp-pro": {"command": "node", "args": ["D:/dev/godot-mcp-pro/server/build/index.js"], "env": {"GODOT_MCP_PORT": "6505"}}}}

Try it

Get the current scene tree and list all nodes that are currently active.
Add a new Sprite2D node to the root of the current scene and set its texture property.
Find all nodes belonging to the 'enemies' group and update their speed property to 200.
Run the current scene to test the latest changes I made to the player script.
Search for all script files in the project that contain the word 'Player'.

Frequently Asked Questions

What are the key features of Godot MCP Pro?

Real-time WebSocket connection for instant feedback without file polling. Full access to Godot's editor API, UndoRedo system, and scene tree. Supports 163 tools covering scene editing, scripting, and animation. Includes a Lite mode for MCP clients with tool count limitations. Standard JSON-RPC 2.0 protocol implementation.

What can I use Godot MCP Pro for?

Automating repetitive scene setup and node configuration tasks. Debugging game logic by inspecting and modifying node properties at runtime. Rapidly searching and navigating complex project file structures. Programmatically managing project settings and autoload singletons. Triggering scene plays and project exports directly from the AI assistant.

How do I install Godot MCP Pro?

Install Godot MCP Pro by running: npm install && npm run build

What MCP clients work with Godot MCP Pro?

Godot MCP Pro 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 Pro 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