io.github.tomyud1/godot-mcp

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MCP server for Godot game engine integration — control the Godot editor with AI

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 godot-mcp-server
Claude Code
claude mcp add godot-mcp -- npx -y godot-mcp-server@0.6.1
JSON configuration (Claude Desktop, Cursor, VS Code)
{
    "mcpServers": {
        "godot-mcp": {
            "command": "npx",
            "args": [
                "-y",
                "godot-mcp-server@0.6.1"
            ]
        }
    }
}

Documentation

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

Contents
  1. Godot MCP
  2. Quick Start
  3. What Can It Do?
  4. Architecture
  5. Current Limitations
  6. Development
  7. Release notes
  8. License
  9. Star History

Godot MCP

Give your AI assistant full access to the Godot editor.

Build games faster with Claude, Cursor, or any MCP-compatible AI — no copy-pasting, no context switching. AI reads, writes, and manipulates your scenes, scripts, nodes, and project settings directly.

Godot 4.4+ · 69 tools · Undo/redo · Interactive project visualizer · MIT license

Now on the Godot Asset Store as Godlink MCP. If it helps you, please leave a review there. It's the main way other Godot developers find it.


Quick Start

0. Install Node.js (one-time setup)

Download and run the installer from nodejs.org (LTS version). It's a standard installer — no terminal needed.

1. Install the Godot plugin

Godot 4.7 and newer: inside the Godot editor, click the Asset Store tab at the top → search "Godlink" → find "Godlink MCP" → Install. (Store page)

Godot 4.6 and older: click the AssetLib tab instead → search "mcp" → find "Godot AI Assistant tools MCP" → Install.

Manual install: copy the addons/godot_mcp/ folder from this repo into your project's addons/ folder.

Then go to Project → Project Settings → Plugins and enable the Godot MCP plugin.

2. Add the server config to your AI client

Claude Desktop — Settings → Developer → Edit Config → open the config file and paste:

Mac / Linux:

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["-y", "godot-mcp-server"]
    }
  }
}

Windows:

{
  "mcpServers": {
    "godot": {
      "command": "cmd",
      "args": ["/c", "npx", "-y", "godot-mcp-server"]
    }
  }
}

Cursor — Settings → MCP → Add Server:

Mac / Linux:

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["-y", "godot-mcp-server"]
    }
  }
}

Windows:

{
  "mcpServers": {
    "godot": {
      "command": "cmd",
      "args": ["/c", "npx", "-y", "godot-mcp-server"]
    }
  }
}

Claude Code — run in terminal:

claude mcp add godot -- npx -y godot-mcp-server

Works with any MCP-compatible client (Cline, Windsurf, etc.)

3. Restart your AI client

Close and reopen Claude Desktop / Cursor / your client so it picks up the new config.

4. Restart your Godot project

Hit Restart Project in the Godot editor. Check the top-right corner — once your AI client is running you should see MCP: Agent Active in green. You're ready to go.

If it shows MCP: No Agent in orange, Godot found the server but no AI client is using it yet. Restart your AI client. MCP: Disconnected in red means the server isn't running. Check that Node.js is installed and the config from step 2 is saved.


What Can It Do?

69 Tools Across 7 Categories
CategoryToolsExamples
Scene Operations23Create whole node trees in one call, add/remove/move nodes, set any property including textures, shapes, meshes and materials (by file path or inline), attach scripts, signals, groups, call methods
Project & Runtime28Run/stop the game, send input, take screenshots, inspect live nodes, read errors and logs, project settings, input map, autoloads
Script & File Operations8Edit and validate scripts, write files, rename/move files with reference updates, create and delete folders
File Browsing4Browse directories, read files, search the project, create scripts
Undo & Batching4Undo/redo any AI change, run many changes as one all-or-nothing batch
Asset Generation1Generate 2D sprites from SVG
Visualization1Interactive browser-based project map and scene explorer
Interactive Visualizer

Run map_project and get a browser-based explorer at localhost:6510:

  • Force-directed graph of all scripts and their relationships
  • Click any script to see variables, functions, signals, and connections
  • Edit code directly in the visualizer — changes sync to Godot in real time
  • Scene view with node property editing
  • Find usages before refactoring
Limitations

AI cannot create 100% of a game by itself — it struggles with complex UI layouts, compositing scenes, and some node property manipulation. It's still in active development, so feedback is very welcome!


Architecture

┌─────────────┐    MCP (stdio)   ┌──────────────┐   WebSocket   ┌──────────────┐
│  AI Client  │◄────────────────►│  MCP Server  │◄─────────────►│ Godot Editor │
│  (Claude,   │                  │  (Node.js)   │   port 6505   │  (Plugin)    │
│   Cursor)   │                  │              │               │              │
└─────────────┘                  │  Visualizer  │               │  69 tool     │
                                 │  HTTP :6510  │               │  handlers    │
                                 └──────┬───────┘               └──────────────┘
                                        │
                                 ┌──────▼───────┐
                                 │   Browser    │
                                 │  Visualizer  │
                                 └──────────────┘

Current Limitations

  • Local only — runs on localhost, no remote connections
  • One Godot editor at a time — multiple AI clients can connect concurrently, but they all share a single Godot instance
  • Ctrl+Z does not reach AI changes — the plugin writes to disk rather than the editor's live tree, so Godot's native undo has nothing to revert. Use the mcp_undo tool instead (ask the agent to undo).
  • AI is still limited in Godot knowledge — it can't create 100% of the game alone, but it can help debug, write scripts, and tag along for the journey

Development

To build from source instead of using npm:

cd mcp-server
npm install
npm run build

Then point your AI client at mcp-server/dist/index.js instead of using npx.


Release notes

Narrative write-ups of each release live in release-notes/ (latest: v0.6.1). For the full change history, see CHANGELOG.md.


License

MIT


Star History


Godot Asset Store · npm package · Report Issues

Frequently asked questions

What is io.github.tomyud1/godot-mcp?

MCP server for Godot game engine integration — control the Godot editor with AI

How do I install io.github.tomyud1/godot-mcp?

It runs on your machine. In Claude Code: claude mcp add godot-mcp -- npx -y godot-mcp-server@0.6.1. For other clients, paste the JSON configuration from this page into their MCP settings.

Does io.github.tomyud1/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 io.github.tomyud1/godot-mcp open source?

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

Who maintains io.github.tomyud1/godot-mcp?

It is published by tomyud1. AI.tn lists it but does not maintain or endorse it.

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