Godot MCP Server
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. The AI reads, writes, and manipulates your scenes, scripts, nodes, and project settings directly inside the running Godot editor.
Godot 4.x · 32 tools · Interactive project visualizer · MIT license
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
No cloning or building required — runs directly via npx.
Claude Desktop — edit ~/Library/Application Support/Claude/claude_desktop_config.json:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-server"]
}
}
}
Cursor — add to MCP settings (Settings → MCP → Add Server):
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-server"]
}
}
}
Works with any MCP-compatible client (Claude Code, Cline, Windsurf, etc.)
2. Install the Godot plugin
Copy the addons/godot_mcp/ folder from the GitHub repo into your Godot project's addons/ directory. Then enable it: Project → Project Settings → Plugins → Godot MCP → Enable.
Or install directly from the Godot Asset Library: AssetLib → search "Godot MCP" → Install.
3. Connect
Restart your Godot project. Check the top-right corner of the editor — you should see MCP Connected in green. You're ready to go.
What Can It Do?
32 Tools Across 6 Categories
| File Operations | 4 | Browse directories, read files, search project, create scripts |
| Scene Operations | 11 | Create scenes, add/remove/move nodes, set properties, attach scripts, assign collision shapes and textures |
| Script Operations | 6 | Apply code edits, validate syntax, rename/move files with reference updates |
| Project Tools | 9 | Read project settings, input map, collision layers, console errors, scene tree dumps |
| Asset Generation | 1 | Generate 2D sprites from SVG |
| Visualization | 1 | Interactive browser-based project map |
Interactive Visualizer
Run map_project and get a browser-based project 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

How It Works
┌─────────────┐ MCP (stdio) ┌─────────────┐ WebSocket ┌──────────────┐
│ AI Client │◄────────────────►│ MCP Server │◄─────────────►│ Godot Editor │
│ (Claude, │ │ (Node.js) │ port 6505 │ (Plugin) │
│ Cursor) │ │ │ │ │
└─────────────┘ │ Visualizer │ │ 32 tool │
│ HTTP :6510 │ │ handlers │
└──────┬───────┘ └──────────────┘
│
┌──────▼───────┐
│ Browser │
│ Visualizer │
└──────────────┘
The MCP server connects to the Godot editor via WebSocket through the Godot plugin. The AI never guesses at your project structure — it reads live state directly from the running editor.
Current Limitations
- Local only — runs on localhost, no remote connections
- Single connection — one Godot instance at a time
- No undo — changes save directly (use version control)
- AI has limited Godot knowledge — it can help debug, write scripts, and build scenes, but can't create a complete game without guidance
Build From Source
git clone https://github.com/tomyud1/godot-mcp
cd godot-mcp/mcp-server
npm install
npm run build
Then point your AI client at mcp-server/dist/index.js instead of using npx.
License
MIT
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