Direct AI access to a running Godot 4.x game for runtime control and testing.
Godot MCP Runtime
An MCP server that gives AI assistants direct access to a running Godot 4.x game. Not just file editing, not just scene manipulation. Actual runtime control: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.
When you run a project through this server, it injects a lightweight UDP bridge as an autoload, and suddenly the AI can interact with your game the same way a player would: press keys, click buttons, read what's on screen, and run arbitrary code against the live scene tree.
The distinction matters: the AI doesn't just write your game, it can check its work.
No addon required. Most Godot MCP servers that offer runtime support ship as a Godot addon — something you install into your project, commit to version control, and manage as a dependency. This server does none of that. The bridge script is injected on run_project and removed on stop_project. Your project files are left exactly as they were. All you need is Node.js and a Godot executable — no addon installation, no project modifications, no cleanup.
Think of it as Playwright MCP, but for Godot. Playwright lets agents verify that a web app actually works by driving a real browser. This does the same thing for games: run the project, take a screenshot, simulate input, read what's on screen, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.
This is not a playtesting replacement. It doesn't catch the subtle feel issues that only a human notices, and it won't tell you if your game is fun. What it does is let an agent confirm that a scene loads, a button responds, a value updated, a script ran without errors. That's a fundamentally different development workflow, and it's what this server is built for.
Every operation is its own tool with only its relevant parameters — no operation discriminators, no conditional schemas. Each tool teaches agents how to use it through its description and response messages: what to call next, when to wait, and how to recover from errors.
What It Does
Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, manage UIDs, validate GDScript. All the standard operations, no editor window required.
Runtime bridge. When run_project is called, the server injects McpBridge as an autoload. This opens a UDP channel on port 9900 (localhost only) and enables:
- Screenshots: Capture the viewport at any point during gameplay
- Input simulation: Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, and timed waits
- UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
- Live script execution: Compile and run arbitrary GDScript with full SceneTree access while the game is running
The bridge cleans itself up automatically when stop_project is called. No leftover autoloads, no modified project files.
Quick Start
Prerequisites
That's it. No Godot addon, no project modifications.
Configure Your MCP Client
Add the following to your MCP client config. Works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.
Zero-install via npx (recommended):
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-runtime"],
"env": {
"GODOT_PATH": ""
}
}
}
}
Or install globally:
npm install -g godot-mcp-runtime
{
"mcpServers": {
"godot": {
"command": "godot-mcp-runtime",
"env": {
"GODOT_PATH": ""
}
}
}
}
Or clone from source:
git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/godot-mcp-runtime/dist/index.js"],
"env": {
"GODOT_PATH": ""
}
}
}
}
If Godot is on your `
Tools (6)
run_projectStarts the Godot project and injects the McpBridge for runtime interaction.stop_projectStops the running Godot project and removes the injected bridge.capture_screenshotCaptures the current viewport of the running game.simulate_inputSends batched sequences of key presses, mouse clicks, or UI interactions.discover_uiWalks the live scene tree to collect visible Control nodes and their properties.execute_scriptCompiles and runs arbitrary GDScript against the live scene tree.Environment Variables
GODOT_PATHrequiredThe absolute path to the Godot 4.x executable.Configuration
{"mcpServers": {"godot": {"command": "npx", "args": ["-y", "godot-mcp-runtime"], "env": {"GODOT_PATH": "<path-to-godot-executable>"}}}}