io.github.tomyud1/godot-mcp
MCP server for Godot game engine integration β control the Godot editor with AI
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Godot MCP
Give your AI assistant full access to the Godot editor.
Build games faster with Claude, Cursor, or any MCP-compatible AI β no copy-pasting, no context switching. AI reads, writes, and manipulates your scenes, scripts, nodes, and project settings directly.
Godot 4.x Β· 32 tools Β· Interactive project visualizer Β· 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 β no terminal needed.
1. Install the Godot plugin
Inside the Godot editor, click the AssetLib tab at the top β search "mcp" β find "Godot AI Assistant tools MCP" β Install.
That's it β no manual file copying needed.
2. Add the server config to your AI client
Claude Desktop β Settings β Developer β Edit Config β open the config file and paste:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-server"]
}
}
}
Cursor β Settings β MCP β Add Server:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-server"]
}
}
}
Claude Code β 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 β you should see MCP Connected in green. You're ready to go.
What Can It Do?
32 Tools Across 6 Categories
| Category | Tools | Examples |
|---|---|---|
| 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 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 β 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 β 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
βββββββββββββββ MCP (stdio) βββββββββββββββ WebSocket ββββββββββββββββ
β AI Client βββββββββββββββββββΊβ MCP Server ββββββββββββββββΊβ Godot Editor β
β (Claude, β β (Node.js) β port 6505 β (Plugin) β
β Cursor) β β β β β
βββββββββββββββ β Visualizer β β 32 tool β
β HTTP :6510 β β handlers β
ββββββββ¬ββββββββ ββββββββββββββββ
β
ββββββββΌββββββββ
β Browser β
β Visualizer β
ββββββββββββββββ
Current Limitations
- Local only β runs on localhost, no remote connections
- Single connection β one Godot instance at a time
- No undo β changes save directly (use version control)
- No runtime control β can't press play or simulate input
- AI is still limited in Godot knowledge β 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.
License
MIT
