Godot MCP

Official registry Developer tools

Edit Godot 4 scenes, nodes and scripts; run, test and debug games live in the editor or headless.

Install

Add this to your client's MCP configuration (Claude Desktop: claude_desktop_config.json; Cursor: .cursor/mcp.json; VS Code and others use the same "mcpServers" shape).

NPM package @shin2344234/godot-mcp
Claude Code
claude mcp add godot-mcp -e 'GODOT_PROJECT_PATH=<GODOT_PROJECT_PATH>' -e 'GODOT_PATH=<GODOT_PATH>' -e 'GODOT_MCP_MODE=full' -e 'GODOT_MCP_TOOLSETS=<GODOT_MCP_TOOLSETS>' -e 'GODOT_MCP_READ_ONLY=false' -e 'GODOT_MCP_ALLOW_EVAL=false' -e 'GODOT_MCP_CONFIRM=elicit' -e 'GODOT_MCP_LOG_LEVEL=info' -e 'GODOT_MCP_HEADLESS_TIMEOUT_MS=120000' -e 'GODOT_MCP_BRIDGE_TIMEOUT_MS=30000' -e 'GODOT_MCP_LSP_PORT=<GODOT_MCP_LSP_PORT>' -e 'GODOT_MCP_LSP_TIMEOUT_MS=15000' -e 'GODOT_MCP_LSP_IDLE_MS=600000' -e 'GODOT_MCP_CACHE_DIR=<GODOT_MCP_CACHE_DIR>' -- npx -y @shin2344234/godot-mcp@0.1.2
JSON configuration (Claude Desktop, Cursor, VS Code)
{
    "mcpServers": {
        "godot-mcp": {
            "command": "npx",
            "args": [
                "-y",
                "@shin2344234/godot-mcp@0.1.2"
            ],
            "env": {
                "GODOT_PROJECT_PATH": "<GODOT_PROJECT_PATH>",
                "GODOT_PATH": "<GODOT_PATH>",
                "GODOT_MCP_MODE": "full",
                "GODOT_MCP_TOOLSETS": "<GODOT_MCP_TOOLSETS>",
                "GODOT_MCP_READ_ONLY": "false",
                "GODOT_MCP_ALLOW_EVAL": "false",
                "GODOT_MCP_CONFIRM": "elicit",
                "GODOT_MCP_LOG_LEVEL": "info",
                "GODOT_MCP_HEADLESS_TIMEOUT_MS": "120000",
                "GODOT_MCP_BRIDGE_TIMEOUT_MS": "30000",
                "GODOT_MCP_LSP_PORT": "<GODOT_MCP_LSP_PORT>",
                "GODOT_MCP_LSP_TIMEOUT_MS": "15000",
                "GODOT_MCP_LSP_IDLE_MS": "600000",
                "GODOT_MCP_CACHE_DIR": "<GODOT_MCP_CACHE_DIR>"
            }
        }
    }
}

Environment variables

  • GODOT_PROJECT_PATH Folder of the Godot project (the one containing project.godot). Defaults to the folder the client starts the server in, so set it whenever that is not your project (e.g. in desktop apps).
  • GODOT_PATH Full path of the Godot 4.x executable (GODOT_BIN is accepted too). If unset, the server looks for godot, godot4 or Godot_v4* on PATH. On Windows use the main Godot exe, not the _console.exe launcher.
  • GODOT_MCP_MODE How tools are exposed: 'full' lists every enabled operation as its own tool (best for clients with tool search); 'compact' lists only core tools plus router tools that reach the rest.
  • GODOT_MCP_TOOLSETS Comma-separated tool groups to enable, or 'all' (default). Groups: core, files, scene, node, script, run, editor, signal, resource, visual, anim, world, audio, project, import, export, code, docs, game, debug, test. 'core' is always on.
  • GODOT_MCP_READ_ONLY Set to true to hide every tool that changes something (inspection only).
  • GODOT_MCP_ALLOW_EVAL Set to true to let godot_game_eval run GDScript inside the running game. Off by default: evaluated code can do anything the game can (files, OS calls).
  • GODOT_MCP_CONFIRM 'elicit' asks the user (through the client's elicitation dialog, when supported) before irreversible operations; 'never' skips asking, for unattended runs where nobody can answer.
  • GODOT_MCP_LOG_LEVEL Verbosity of the server's stderr log (use 'debug' when filing a bug report).
  • GODOT_MCP_HEADLESS_TIMEOUT_MS Advanced: timeout for one headless Godot invocation, in milliseconds.
  • GODOT_MCP_BRIDGE_TIMEOUT_MS Advanced: timeout for one request to the live editor bridge, in milliseconds.
  • GODOT_MCP_LSP_PORT Advanced: port of the Godot editor's GDScript language server on 127.0.0.1. Defaults to the port the editor plugin reports, else 6005.
  • GODOT_MCP_LSP_TIMEOUT_MS Advanced: timeout for one GDScript language server request, in milliseconds.
  • GODOT_MCP_LSP_IDLE_MS Advanced: stop the private headless language server after this many milliseconds without code tool calls.
  • GODOT_MCP_CACHE_DIR Advanced: folder for the server's cache (the Godot class docs index). Defaults to the per-user cache folder of the OS.

Documentation

From the project's README on GitHub, refreshed weekly. Links open on GitHub.

Contents
  1. godot-mcp
  2. Requirements
  3. Install
  4. Documentation
  5. License

godot-mcp

An MCP server for the Godot 4 engine. It lets AI agents such as Claude Code, Claude Desktop, Cursor, VS Code Copilot, Codex, Gemini CLI, Windsurf and Zed work on your Godot project:

  • inspect and edit scenes, nodes, signals and resources
  • author animations, AnimationTrees, SpriteFrames, tile maps, navigation, audio buses and visual shaders
  • change project settings, input actions, autoloads, import options and export presets, and run exports
  • write scripts with GDScript language-server diagnostics, symbols and renames
  • look up the Godot class reference offline for the exact version you have installed
  • run the game and work on it live: inspect and change nodes, send input, pause and step frames, take screenshots, profile, record and replay input
  • debug with breakpoints, stepping, stack and variables, and run GUT or GdUnit4 tests

It works through a live editor bridge, so every scene edit can be undone with Ctrl+Z, and through headless Godot when the editor is closed.

Requirements

  • Godot 4.7 or newer (tested with 4.7.2)
  • Node.js 22 or newer, unless you use the Claude Desktop bundle, which brings its own

Install

In your Godot project folder (the one with project.godot), run:

npx -y @shin2344234/godot-mcp init

init shows its plan and asks before writing anything (--dry-run previews, --remove undoes). It copies the editor addon into addons/godot_mcp and enables it, registers the server with the agents it finds on your machine (or the ones you pick with --agents claude-code,cursor,vscode,codex,gemini-cli,...), and adds a short note to AGENTS.md.

Then open the project in Godot, start a new agent session and ask it to call godot_status to check the connection.

Other ways to install
  • Claude Code plugin: run /plugin marketplace add shin2344234/godot-mcp, then /plugin install godot-mcp@godot-mcp.
  • Claude Desktop: download the .mcpb file from Releases and double-click it.
  • Any other MCP client: add the server to its config by hand. docs/setup.md gives the exact file and format for each client.
  • From source:
    git clone https://github.com/shin2344234/godot-mcp
    cd godot-mcp/server && npm install && npm run build
    cd /path/to/my-game
    node /path/to/godot-mcp/server/dist/index.js init

If you installed without init, ask the agent to run godot_addon_install once per project to add the editor addon.

Documentation

License

MIT

Frequently asked questions

What is Godot MCP?

Edit Godot 4 scenes, nodes and scripts; run, test and debug games live in the editor or headless.

How do I install Godot MCP?

It runs on your machine. In Claude Code: claude mcp add godot-mcp -e 'GODOT_PROJECT_PATH=<GODOT_PROJECT_PATH>' -e 'GODOT_PATH=<GODOT_PATH>' -e 'GODOT_MCP_MODE=full' -e 'GODOT_MCP_TOOLSETS=<GODOT_MCP_TOOLSETS>' -e 'GODOT_MCP_READ_ONLY=false' -e 'GODOT_MCP_ALLOW_EVAL=false' -e 'GODOT_MCP_CONFIRM=elicit' -e 'GODOT_MCP_LOG_LEVEL=info' -e 'GODOT_MCP_HEADLESS_TIMEOUT_MS=120000' -e 'GODOT_MCP_BRIDGE_TIMEOUT_MS=30000' -e 'GODOT_MCP_LSP_PORT=<GODOT_MCP_LSP_PORT>' -e 'GODOT_MCP_LSP_TIMEOUT_MS=15000' -e 'GODOT_MCP_LSP_IDLE_MS=600000' -e 'GODOT_MCP_CACHE_DIR=<GODOT_MCP_CACHE_DIR>' -- npx -y @shin2344234/godot-mcp@0.1.2. For other clients, paste the JSON configuration from this page into their MCP settings.

Does Godot MCP need an API key?

Its registry entry lists no required key or secret. Some features may still need an account with the service it connects to.

Is Godot MCP open source?

Yes. Its code is on GitHub under the MIT license.

Who maintains Godot MCP?

It is published by shin2344234. AI.tn lists it but does not maintain or endorse it.

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