Give your AI assistant full control over the Godot game engine.
Build scenes, write scripts, run games, send input, capture screenshots, and query live game state — all through natural language.
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G O D O T x M O D E L C O N T E X T P R O T O C O L
Fork of Coding-Solo/godot-mcp, extended with interactive game control, persistent TCP communication, script authoring, automated tests, and more.
- 75 tools covering the full game-dev loop: projects, scenes, nodes, scripts, resources, tilemaps, animation, settings, exports
- Interactive play-testing — run the game, send keyboard/mouse/gamepad input, query live state, wait for signals, capture the viewport
- Batched test sequences — keys, waits, screenshots, state snapshots, and signal collection in a single round-trip
- Stateless MCP
2026-07-28on SDK v2 — no handshake for modern clients, cached tool lists, automatic fallback for 2025-era clients - Safety controls — toolset filtering, read-only mode, and per-tool exclusion via environment variables
- Fully tested — 184 automated tests against a real headless Godot engine, no mocks
MCP (Model Context Protocol) is a standard that lets AI assistants use external tools. Think of it like a USB port — your AI plugs into this server and gains the ability to control Godot.
You (natural language) --> AI Assistant --> MCP Server --> Godot Engine
"Add a player to | | |
the scene" interprets calls tool creates node
your request add_node() in .tscn file
You talk to your AI assistant normally. When it needs to do something in Godot, it calls one of the 75 tools this server provides. You don't write any code yourself — the AI handles that.
| Requirement | Notes |
|---|---|
| Godot 4.x | Note the full path to the executable (e.g. /usr/local/bin/godot4, C:/Program Files (x86)/Godot/Godot_v4.7-stable_win64.exe, /Applications/Godot.app/Contents/MacOS/Godot) |
| Node.js 20+ | Runs the MCP server |
| pnpm | npm install -g pnpm (or corepack enable) |
| An MCP-compatible AI assistant | See Supported Clients |
git clone https://github.com/Vollkorn-Games/godot-mcp.git
cd godot-mcp
pnpm install
pnpm run buildNote the full path to build/index.js — you'll need it below.
Every config needs the same two things: the command to start the server (node + path to build/index.js) and the GODOT_PATH environment variable pointing at your Godot executable.
Claude Code
Run this command in your terminal:
claude mcp add godot -- node /absolute/path/to/godot-mcp/build/index.jsOr add to your MCP settings JSON (~/.claude/settings.json or project-level .mcp.json):
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp/build/index.js"],
"env": {
"GODOT_PATH": "/absolute/path/to/godot/executable"
}
}
}
}Cline (VS Code)
Open the Cline MCP settings (Cline sidebar > MCP Servers > Configure) and add:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp/build/index.js"],
"env": {
"GODOT_PATH": "/absolute/path/to/godot/executable"
},
"disabled": false
}
}
}Cursor
Go to Settings > Features > MCP > + Add New MCP Server:
- Name:
godot - Type:
command - Command:
node /absolute/path/to/godot-mcp/build/index.js
Then set the environment variable GODOT_PATH in your system or shell profile.
Other MCP clients (Windsurf, Continue, Open WebUI, LM Studio, ...)
Any application that supports MCP can use this server. The connection always works the same way:
- Transport: stdio (the AI launches the server as a subprocess)
- Command:
node /absolute/path/to/godot-mcp/build/index.js - Environment variables:
GODOT_PATH=/absolute/path/to/godot/executable
Check your client's documentation for where to add MCP server configs. Look for terms like "MCP", "tools", or "tool servers".
Tip
On Windows, use forward slashes in JSON paths: "C:/Users/you/godot-mcp/build/index.js".
Open your AI assistant and try:
"Use the get_godot_version tool to check if the MCP server is connected."
If it returns a version number, everything is working. Now try:
"Create a new Godot project at C:/Users/you/my-game with a Node2D main scene."
This isn't just "launch editor and read logs". The server can build an entire game from scratch — create scenes, add and configure nodes, write GDScript files, wire up signals, set up tilemaps — then run the game, play it via input commands, and observe the results through screenshots and state queries.
75 tools across 10 categories:
Project & Editor — launch, run, inspect
| Tool | Description |
|---|---|
launch_editor |
Open the Godot editor for a project |
run_project |
Run a project in debug mode |
get_debug_output |
Get console output/errors (supports filtering) |
stop_project |
Stop a running project |
get_godot_version |
Get installed Godot version |
list_projects |
Find Godot projects in a directory |
get_project_info |
Analyze project structure |
Scene Management — create, edit, validate scenes
| Tool | Description |
|---|---|
create_scene |
Create a new scene with a root node type |
add_node |
Add nodes with properties |
remove_node |
Remove nodes from scenes |
rename_node |
Rename a node in a scene |
reparent_node |
Move a node to a different parent |
duplicate_node |
Duplicate a node (optionally to new parent) |
instantiate_scene |
Add a scene as a child instance |
set_node_properties |
Set properties on nodes |
get_node_properties |
Read node properties as JSON |
get_scene_tree |
Get full scene tree structure as JSON |
connect_signal |
Wire signals between nodes |
add_to_group / remove_from_group |
Manage node groups |
save_scene |
Save scene (or create variant) |
validate_scene |
Check for missing scripts, broken refs, etc. |
batch_operations |
Execute multiple scene operations in one Godot process (much faster) |
Scripting — write, read, validate GDScript
| Tool | Description |
|---|---|
write_script |
Write or update a GDScript file (auto-creates directories) |
read_script |
Read GDScript file contents |
validate_script |
Check a GDScript file for syntax errors (headless, no runtime needed) |
attach_script |
Attach a script to a node in a scene |
Assets & Resources — sprites, tilesets, resources
| Tool | Description |
|---|---|
load_sprite |
Load a texture into a Sprite2D node |
create_resource |
Create .tres resource files with typed properties |
create_tileset |
Create TileSet with atlas sources and custom data layers |
set_cells |
Place tiles on a TileMapLayer |
get_tile_data |
Read tile data from a TileMapLayer |
set_custom_tile_data |
Set custom data on tile cells |
export_mesh_library |
Export 3D scenes as MeshLibrary for GridMap |
Animation & Physics — players, tracks, collision
| Tool | Description |
|---|---|
create_animation_player |
Create AnimationPlayer with pre-configured animations |
add_animation |
Add animations with tracks, keyframes, interpolation |
set_collision_layer_mask |
Set collision layers/masks (layer numbers or bitmask) |
Project Configuration — settings, autoloads, exports
| Tool | Description |
|---|---|
edit_project_settings |
Edit project.godot (display, input, etc.) |
manage_autoloads |
Add, remove, or list autoload singletons |
list_input_actions |
Discover all input actions defined in a project |
get_uid / update_project_uids |
UID management (Godot 4.4+) |
export_project |
Export for target platform using presets |
Interactive Game Control — play and inspect a live game
| Tool | Description |
|---|---|
run_interactive |
Start game with injected TCP input receiver |
send_input |
Send named input actions to the running game (move, jump, attack...) |
send_key |
Send keyboard key events with modifier support (shift, ctrl, alt) |
send_mouse_click |
Send mouse clicks at specific viewport coordinates |
send_mouse_drag |
Simulate mouse drag operations from point A to B |
game_state |
Query live game state (HP, score, position, level, etc.) |
call_method |
Invoke a method on a live node (e.g., player.take_damage(10)) |
find_nodes |
Search the runtime scene tree by name pattern and/or type |
evaluate_expression |
Execute arbitrary GDScript expression at runtime and return result |
wait_for_signal |
Block until a signal is emitted (e.g., animation_finished) |
wait_for_node |
Block until a node appears in the scene tree |
get_performance_metrics |
Retrieve FPS, draw calls, memory, node count, physics stats |
reset_scene |
Reload the current scene (handy for test loops) |
get_runtime_errors |
Retrieve runtime errors/warnings with backtraces (Godot 4.5+ Logger API) |
send_key_sequence |
Send key presses and InputMap actions with inline waits, screenshots, state snapshots, and signal events |
send_joypad_button |
Send gamepad button events (A, B, X, Y, shoulders, dpad, start, etc.) |
send_joypad_motion |
Send gamepad analog stick/trigger axis events with float precision |
pause_game |
Pause/unpause game time (MCP receiver stays active for queries) |
set_property |
Set a property on a live node (auto-converts arrays to Vector2/Vector3/Color) |
execute_script |
Run multi-line GDScript code blocks at runtime with autoload access |
subscribe_signals |
Subscribe to node signals for async event monitoring |
get_signal_events |
Retrieve buffered signal events captured since last read |
game_screenshot |
Capture the live game viewport as PNG |
run_and_capture |
Run game for N seconds, capture screenshot, stop |
capture_screenshot |
Render a scene to PNG (static, no runtime) |
Static Analysis — understand scenes and scripts
| Tool | Description |
|---|---|
get_scene_insights |
Analyze scene architecture: node types, signals, sub-scenes, groups, depth |
get_node_insights |
Profile a script: methods, signals, dependencies, exports |
Testing — run GUT test suites
| Tool | Description |
|---|---|
run_tests |
Run GUT unit tests headlessly and return pass/fail results |
Asset Library — search and install addons
| Tool | Description |
|---|---|
search_assets |
Search the Godot Asset Library for addons/templates (read-only network call) |
install_asset |
Download an asset (by assetId or direct zip URL) and extract it into a project — sha256-verified and zip-slip-safe |
The standout feature. run_interactive injects a TCP server into the running game as a temporary autoload, giving the AI a live, two-way channel to the game:
| You want to... | Use |
|---|---|
| Drive the game | send_input, send_key, send_mouse_click, send_mouse_drag, send_joypad_button, send_joypad_motion |
| Batch a test run | send_key_sequence — keys, InputMap actions, waits, screenshots, state snapshots, signal collection in one call |
| Inspect live state | game_state, find_nodes, evaluate_expression, execute_script, get_performance_metrics, get_runtime_errors |
| Mutate live state | set_property, call_method |
| Synchronize on events | wait_for_signal, wait_for_node, subscribe_signals + get_signal_events |
| See / control time | game_screenshot, pause_game, reset_scene |
The TCP connection is persistent (single socket reused across commands). Everything is cleaned up automatically when the game stops — the injected autoload is removed and project.godot is restored.
send_key_sequence is the primary tool for gameplay testing. It bundles keys, InputMap actions, waits, state snapshots, screenshots, and signal collection into a single round-trip — much faster than calling individual tools in a loop.
Fast gameplay test (1 round-trip):
send_key_sequence({
keys: ["1", {"action": "move_right", "hold_ms": 300}, {"state": true}, "o", {"wait": 2000}, {"screenshot": "mid.png"}, "s"],
collectSignals: [{nodePath: "/root/EventBus", signals: ["task_completed", "score_changed"]}]
})
// Response includes:
// keys_sent: 4
// states: [{state: {scene: "Desktop", score: 100}, index: 2}]
// screenshots: [{path: "mid.png", size: "1024x768", index: 3}]
// events: [{signal: "score_changed", node: "/root/EventBus", args: [200]}]
Avoid these slower patterns:
// BAD: 3 round-trips for the same result
subscribe_signals({nodePath: "/root/EventBus", signals: ["task_completed"]})
send_key_sequence({keys: ["1", "a", "o", "s"]})
get_signal_events()
// BAD: N round-trips instead of 1
send_key({key: "a"})
game_state()
send_key({key: "b"})
game_screenshot()
// BAD: shell sleeps between inputs — use {"wait": ms} checkpoints instead
send_input({action: "move_right"})
Bash("sleep 2")
send_input({action: "jump"})
game_screenshot()
Prefer structured checks over screenshots. game_state, evaluate_expression, and get_runtime_errors return text in milliseconds; a screenshot costs a viewport capture, a PNG write, and an image read. Reach for game_screenshot only when the visual result itself is what needs verifying (rendering, layout, animation).
When to use subscribe_signals instead: Only when you need to monitor signals across multiple separate commands (e.g., subscribe once, then issue several unrelated tool calls and check accumulated events later).
All configuration happens through environment variables in your MCP client config:
| Variable | Description |
|---|---|
GODOT_PATH |
Path to Godot executable (overrides auto-detection) |
DEBUG |
Set to "true" for verbose server logging |
MCP_TOOLSETS |
Comma-separated tool categories to enable (e.g., "scene,interactive,analysis") |
MCP_EXCLUDE_TOOLS |
Comma-separated tool names to exclude (e.g., "export_project,manage_autoloads") |
MCP_READ_ONLY |
Set to "true" to block all write operations |
The server tries to auto-detect Godot in common install locations. If it can't find it, set GODOT_PATH explicitly.
Reduce token overhead and add safety by controlling which tools are exposed. All three filters can be combined:
- Toolsets — only expose specific categories:
"MCP_TOOLSETS": "scene,node,script,analysis". Available:process,project,scene,node,animation,tilemap,resource,script,signal_group,uid,settings,interactive,screenshot,analysis,testing. - Read-only mode —
"MCP_READ_ONLY": "true"blocks every tool that creates, modifies, or deletes files or game state, leaving only readers likeget_scene_tree,read_script,validate_scene,game_state,find_nodes. - Exclusion — remove individual tools by name:
"MCP_EXCLUDE_TOOLS": "export_project,manage_autoloads".
{
"godot": {
"command": "node",
"args": ["/path/to/godot-mcp/build/index.js"],
"env": {
"GODOT_PATH": "/path/to/godot",
"MCP_TOOLSETS": "scene,node,script,analysis",
"MCP_READ_ONLY": "true"
}
}
}MCP is an open standard. Any AI assistant that supports MCP can use this server:
| Client | MCP Support | Notes |
|---|---|---|
| Claude Code | Built-in | First-class MCP support via claude mcp add |
| Cline | Built-in | VS Code extension, configure in sidebar |
| Cursor | Built-in | Settings > Features > MCP |
| Windsurf | Built-in | Settings > MCP |
| Continue | Built-in | config.json MCP section |
| LM Studio | Plugin | Check MCP plugin availability |
The server speaks the stateless MCP 2026-07-28 protocol revision (built on MCP SDK v2): modern clients call tools directly with no initialize handshake, and the tool list ships cache hints so clients don't re-fetch it. Older 2025-era clients work too — the server auto-detects the client's protocol era per connection and serves the legacy handshake when needed.
Using with local LLMs (LlamaCPP, Ollama, etc.)
You don't connect the LLM to the MCP server directly. Instead, you need an MCP client (an app that speaks the MCP protocol) sitting between your LLM and the MCP server:
Your local LLM (LlamaCPP) --> MCP Client (e.g., Cline) --> Godot MCP Server
runs on localhost:8080 handles tool calls controls Godot
Here's how to set it up with LlamaCPP + Cline (the easiest path):
1. Start LlamaCPP with a tool-capable model
llama-server -m your-model.gguf --port 8080Use a model that supports function/tool calling (e.g., Qwen 2.5, Mistral, Llama 3.1+). Smaller models may struggle with complex tool use.
2. Install Cline in VS Code
Install the Cline extension from the VS Code marketplace.
3. Point Cline to your local LLM
In Cline settings, configure the API provider:
- API Provider: OpenAI Compatible
- Base URL:
http://localhost:8080/v1 - API Key:
not-needed(any non-empty string) - Model ID: the model name your server reports
4. Add the Godot MCP server to Cline (see Quickstart)
5. Test it
Ask Cline: "Use the get_godot_version tool" — if it returns a version, the full chain is working.
Other local LLM setups:
- Ollama: Same as above, but base URL is
http://localhost:11434/v1 - LM Studio: Has built-in MCP support via plugins — check their docs
- Custom client: Implement the MCP client spec yourself — the server uses stdio transport and doesn't care what LLM is behind the client
The server uses three execution strategies:
- Direct CLI — Simple operations (launch editor, get version, read files) call Godot CLI commands or manipulate files directly from TypeScript.
- Bundled GDScript — Complex scene operations use
godot_operations.gd, a comprehensive script that runs viagodot --headless --scriptto manipulate scene trees, nodes, and resources through the Godot API. - TCP Input Receiver — Interactive mode injects
input_receiver.gdas a temporary autoload that listens on port 9876 for JSON commands (input injection, state queries, viewport capture).
| Problem | Solution |
|---|---|
| "Godot not found" | Set GODOT_PATH env variable to the full path of the executable |
| Tools not showing up | Restart your AI assistant after adding the MCP config |
| "Not a valid Godot project" | Ensure the path you give contains a project.godot file |
| Interactive mode not responding | Check that port 9876 is not in use by another process |
| Build errors after cloning | Run pnpm install then pnpm run build |
| Permission errors (macOS/Linux) | Make sure node and the Godot binary are executable |
pnpm install
pnpm run build
pnpm test # run all tests (requires Godot installed)
pnpm lint # eslint
pnpm format:check # prettier
pnpm typecheck # tsc --noEmitCI runs all five checks on every push — please run them locally before opening a PR.
MIT — see LICENSE.