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@satelliteoflove/godot-mcp

MCP server for Godot editor and game control

godot-mcp connects an AI assistant to a Godot project through an MCP server, an editor addon, and the running game. It lets the assistant read scenes, edit nodes, inject input, step game time, inspect live state, and run GDScript for setup and playtesting.

159 stars22 forksGDScriptUpdated 12d ago
Who it's for

Builders who want their agent to inspect, edit, and playtest a Godot game from the editor.

What it delivers

You can let your agent verify changes by driving the game, reading live state, and stepping time deterministically instead of guessing from screenshots.

What it does

Scene and node editing

Open, save, inspect, reparent, and update scenes and nodes, including instanced sub-scenes and effective properties.

Editor control and screenshots

Read editor state, selection, error logs, and 2D viewport screenshots, then run, stop, or restart the game from the editor.

Deterministic playtesting

Freeze the game clock, step exact slices of time, and step until a condition is met so observations do not race the game.

Real input injection

Send actions, joypad input, raw keys, mouse movement, and typed text into the running game with timing control.

Live runtime state

Read structured JSON digests, watch windows, and signal timelines from the running game.

GDScript scenario setup

Run GDScript inside the game to prepare tests, spawn actors, or set state without adding debug hooks to game code.

How to get it

  1. 1Run
    npx @satelliteoflove/godot-mcp --install-addon /path/to/your/godot/project

README

godot-mcp

npm version CI Godot 4.5+ Node 20+ License: MIT

Give your AI assistant eyes and hands in the Godot editor — and a running game it can actually playtest.

Why this one?

There are a few Godot MCP servers out there, and most can open a scene and poke at nodes. This one is built around a harder problem: letting an agent verify its own work. Run the game, drive it like a player, observe what actually happened, and prove the change did what it claimed — without you ferrying screenshots and error logs back and forth.

The pieces that make that possible, and that you won't find elsewhere:

  • Deterministic playtesting. Freeze the game clock, step exact slices of game time (or step until a condition holds), with inputs riding inside the window. Observation never races the game.
  • Cheap observation. Live entity state — positions, velocities, animation state, your own custom data — as structured JSON. Most "what's happening on screen?" questions get answered without spending vision tokens on a screenshot.
  • Real input. Named actions with analog strength, joypad buttons and stick vectors, raw keys with modifier combos, relative mouse-look, text typing. Sequences run with precise timing and can prove they changed game state.
  • Scenario setup. Run GDScript inside the running game: grant the weapon, skip to wave 3, spawn a test bot — no debug hooks baked into your game code.

Here's what that looks like when an agent tests a boss fight:

godot_editor_edit   run frozen=true           # boot with game time frozen at frame 0
godot_exec          GameState.wave = 3        # set up the scenario worth testing
godot_game_time     step_until "tree.get_nodes_in_group('boss').size() >= 1"
godot_runtime_state digest                    # exact positions and state — no pixels, no guessing
godot_game_time     step 500ms + dodge input  # play the moment that matters
godot_editor_read   screenshot_game           # and a screenshot when it's actually worth the tokens

Less copy-paste, more creating.

Quick Start

1. Configure your AI assistant

Add godot-mcp to your MCP client. See the Installation Guide for config examples (Claude Desktop, Claude Code, VSCode/Copilot, and more). The short version:

{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@satelliteoflove/godot-mcp"]
    }
  }
}

2. Install the Godot addon

npx @satelliteoflove/godot-mcp --install-addon /path/to/your/godot/project

Enable it in Godot: Project > Project Settings > Plugins > Godot MCP

3. Start building

Open your Godot project, restart your AI assistant, and start building. If anything refuses to connect, the Troubleshooting Guide has you covered.

What's in the box

21 tools, 86 actions. Full API docs in the Tools Reference.

ToolWhat it does
godot_sceneOpen and save scenes (create new scenes by writing the .tscn directly, then open)
godot_node_read / godot_node_editInspect effective properties, the full scene tree (including instanced sub-scenes), and find nodes; update properties and reparent
godot_editor_read / godot_editor_editEditor state, selection, screenshots, editor error log; run/stop/restart and 2D viewport control
godot_projectProject info, settings, addon version skew, and stale-settings detection
godot_animation_read / godot_animation_editQuery animations down to keyframes; author tracks and keyframes with instant editor preview
godot_tilemap_read / godot_tilemap_editRead and edit TileMapLayer cells (base64-encoded in .tscn — the bridge is the only way)
godot_gridmap_read / godot_gridmap_editRead and edit GridMap cells, same story
godot_resourceInspect resources with type-aware output: SpriteFrames, TileSet, Materials, Textures
godot_scene3dEngine-computed 3D transforms, bounding boxes, and visibility for spatial reasoning
godot_docsFetch Godot documentation as clean markdown, version-matched to your editor
godot_inputInject input into the running game: actions, joypad, raw keys, mouse-look, text
godot_profilerMetric snapshots and per-frame time series with spike detection
godot_runtime_stateLive game state as JSON: one-shot digests, watch windows, signal timelines
godot_game_timeFreeze, step, and step-until on the game clock — deterministic observation
godot_execRun GDScript inside the running game for test scenario setup
godot_validate_meshesDetect silently corrupt procedural mesh data that masquerades as lighting bugs

A note on shape: tools split along the read/write boundary, so every godot_*_read tool (and the other read-only tools) can be safely auto-allowed in your client's permission settings while writes stay gated. Related operations still live as actions inside one tool, so your agent's context isn't flooded with definitions it won't use. Anything an agent can do by editing project files directly — creating scenes and nodes, attaching scripts, connecting signals — is deliberately not duplicated as a tool; the bridge covers what files can't: editor state, verification, binary-encoded cell data, and the running game. A --read-only flag serves the look-but-don't-touch use case.

Things to ask for

A feel for what an agent can do with this, in plain prompts:

  • "Run the game and screenshot the title screen. Does the layout survive 1280x720?"
  • "The player can clip through the east wall. Reproduce it, then check the collision shapes and tell me why."
  • "Step the game until the second wave spawns and give me every enemy's position and velocity."
  • "Hold the left stick at half deflection for two seconds — does the walk animation blend correctly?"
  • "Profile ten seconds of gameplay and find what's causing the frame spikes."
  • "Add a hit-flash animation to the Player: modulate to red and back over 0.2 seconds."

For richer runtime observation, add key nodes to the mcp_watch group or give them a _mcp_state() method — see the Runtime State Guide.

How it works

┌─────────────────┐   stdio    ┌─────────────────┐  WebSocket   ┌──────────────────┐  debugger   ┌──────────────┐
│   MCP client    │ ◄────────► │  godot-mcp      │ ◄──────────► │  Bridge addon    │ ◄─────────► │ Running game │
│ (Claude, etc.)  │            │  server (Node)  │   :6550      │  (Godot editor)  │    wire     │  (autoload)  │
└─────────────────┘            └─────────────────┘              └──────────────────┘             └──────────────┘

The server talks to an editor addon over a local WebSocket; the addon reaches into the running game over Godot's own debugger protocol, so the game process needs no extra ports or setup. The addon binds to 127.0.0.1 by default. WSL2 is fully supported (auto-detection, host IP discovery, configurable bind modes) — see the Installation Guide.

Curious about connection lifecycles, the single-client policy, or how frozen-time stepping works under the hood? The Architecture Guide goes deep.

Works well with minimal-godot-mcp

minimal-godot-mcp by @ryanmazzolini covers exactly what this server doesn't: LSP diagnostics for fast static GDScript checking, and the running game's console output over DAP. This server covers everything that needs an editor bridge. No overlap, no conflict — run both, and your agent gets static analysis and the game console alongside full editor and runtime control.

One caveat: a Godot editor serves a single godot-mcp client at a time. Extra clients (a subagent inheriting your MCP config, say) wait their turn rather than hijacking your session — details in Troubleshooting.

Documentation

Requirements

  • Godot 4.5+ (the addon uses the Logger class introduced in 4.5)
  • Node.js 20+
  • Any MCP client that speaks stdio

Development

cd server
npm install && npm run build
npm test                # unit + schema-snapshot tests
npm run test:protocol   # wire-level smoke of the built server
npm run generate-docs

There is also an agentic eval harness (npm run eval) that runs realistic tasks through headless Claude Code against a real project — see server/evals/README.md. It never starts Godot; you bring the open editor.

Contributions welcome — this project favors tools that solve real, time-wasting problems. Read CONTRIBUTING.md before building something big, or open an issue and we'll figure out the right shape together.

License

MIT

Files in the repo

Repository payload9 top-level entries
  • .github
  • docs
  • godot
  • server
  • .gitignore
  • CONTRIBUTING.md
  • INSTALL.md
  • LICENSE
  • README.md

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