Zero-addon MCP server for Godot 4: agents edit, run, and play-test the game.
io.github.Erodenn/godot-mcp-runtime — Model Context Protocol (MCP) Server
This MCP server is a “zero-addon” runtime for Godot 4. It enables agents to edit, run, and play-test a Godot project via Model Context Protocol tooling. The catalog entry identifies it by slug io-github-erodenn-godot-mcp-runtime and describes its purpose in that workflow.
🛠️ Key Features
Zero-addon MCP server for Godot 4
Supports agent actions: edit, run, and play-test
🚀 Use Cases
Automated iteration on a Godot 4 game via agent-driven edits
Running and play-testing Godot projects through MCP-connected tools
⚡ Developer Benefits
Integrates Godot 4 development with MCP-based agent workflows
Provides a named server package: godot-mcp-runtime (per readme excerpt)
⚠️ Limitations
The provided source material does not specify available tools, configuration details, or supported platforms beyond “Godot 4” and agent edit/run/play-test capability.
A lightweight MCP server that pairs comprehensive headless editing with full runtime control over a Godot 4.x project. Scene, node, autoload, and validation ops cover everything short of the most niche corners of the engine; the runtime bridge adds screenshots, input simulation, UI discovery, and live GDScript against the running scene tree.
The AI doesn't just write your game, it can check its work.
Headless editing: scenes, nodes, scripts, signals, validation, no editor window
Runtime control: screenshots, input simulation, UI discovery, live GDScript, and function profiling against the running game
Zero footprint: no Godot addon, no project commits, auto-cleanup on shutdown
No addon required. Most Godot MCP servers that offer runtime support ship as a Godot addon, something you install into your project, commit to version control, and manage as a dependency. Use npx and there's no install or setup needed.
Think of it as Playwright MCP, but for Godot. This does the same thing for games: run the project, take a screenshot, simulate input, read what's on screen, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.
NOTE
This is not a playtesting replacement. It doesn't catch the subtle feel issues that only a human notices, and it won't tell you if your game is fun. What it does is let an agent confirm that a scene loads, a button responds, a value updated, a script ran without errors. The ability to check work is crucial for AI driven workflows.
Built for agents. Every tool is purpose-built and self-documenting. When something fails, the response tells the agent how to fix it; when something succeeds, it points toward the next step. The result is an AI that stays unstuck and self-corrects without needing you to nudge it along.
Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, validate GDScript. All the standard operations, no editor window required.
Runtime bridge. When run_project or attach_project is called, the server injects McpBridge as an autoload. This opens a localhost-only TCP listener (both auto-select a free port when bridgePort is omitted; pass bridgePort to pin a specific port) and enables:
Screenshots: Capture the viewport. By default this returns a 960x540 preview inline plus the full PNG on disk; use responseMode: 'full' for pixel-perfect or 'path_only' to skip the inline image
Input simulation: Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, text typed into the focused Control, and timed waits. Each action reports what it did: the Control it hit, the signals it fired, and what changed on screen
UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
Live script execution: Compile and run arbitrary GDScript with full SceneTree access while the game is running
Function profiling: With profiling: true at launch, capture Godot's own profiler and rank the most expensive GDScript functions by own or inclusive time, with source locations and per-frame averages
Background mode. Pass background: true to run_project and the Godot window moves off-screen (positioned at (-9999, -9999)) with physical input blocked: borderless, unfocusable, mouse-passthrough. Programmatic input, screenshots, and all runtime tools work exactly the same. Useful for automated agent-driven testing where the window shouldn't be visible or interactive.
Manual attach mode. When something other than MCP launches the game (a CI pipeline, an external debugger, your own shell), call attach_project first. It injects the bridge and marks the project active without spawning Godot, so when you launch the game manually, runtime tools work against it. Use detach_project when done.
IMPORTANT
get_debug_output is unavailable in attached mode. stdout and stderr only flow through processes MCP started itself, so when Godot is launched externally there's no captured output to return. Use run_project if you need the debug stream.
The bridge cleans itself up automatically - on stop_project or detach_project, and also without a tool call when the game exits on its own, the bridge connection drops, or the server shuts down (including a client that just closes the connection). Its artifacts live under .mcp/godot-runtime/ in the project, which the server adds to .gitignore. No leftover autoloads, no modified project files.
How It Compares
The Godot MCP space splits on two axes: whether a server can drive a running game (runtime) or only edit files, and what it costs your project to do so. Most servers that offer real runtime control ship as a Godot addon you install and commit to version control, or as a custom engine you download. This one injects a bridge transiently and removes it on shutdown, so you get full live-game control against stock Godot with nothing left in your repo.
Server
Live-game runtime
Footprint
License
Price
Godot MCP Runtime
Full: screenshots, input, live scene tree, script exec
Zero (npx, no committed addon)
MIT
Free
Summer Engine
Full
Custom engine download + sign-in
MIT layer / proprietary engine
Free core, paid cloud
tugcantopaloglu/godot-mcp
Full
Committed autoload addon
MIT
Free
Godot MCP Pro
Full
Committed editor addon
Proprietary
$15
GDAI MCP
Editor-mediated
Committed editor addon
Proprietary
$19
Coding-Solo/godot-mcp
No (launch + debug output)
Zero (npx)
MIT
Free
Among servers with full live-game control, Godot MCP Runtime pairs a zero-footprint install (no addon committed to version control, no custom engine, no account) with a single npx command, and it has shipped this transient-autoload runtime bridge since February 2026. One other project, Vollkorn-Games/godot-mcp, independently arrived at the same design at the same time and is the only other server in this niche; it's earlier-stage and installs from source rather than npm. For the full field of ~20 servers with a source for every claim, see docs/comparison.md.
Prefer pnpm? All three install paths work with pnpm. Substitute pnpm dlx godot-mcp-runtime for npx -y godot-mcp-runtime, pnpm add -g godot-mcp-runtime for the global install, or pnpm install && pnpm run build for the source build. pnpm ships stronger defaults against npm supply-chain attacks; see pnpm's supply chain security guide.
Or install a specific branch/commit (e.g. to test an unreleased fix or a PR branch):
Installing from a git ref (not the npm registry) pulls devDependencies and runs tsc on your machine as part of the install. If you don't want a local build step, use the registry install (npx -y godot-mcp-runtime) instead.
If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it.
Optional environment variables
All are set in the same env block as GODOT_PATH:
Variable
Effect
DEBUG
"true" enables verbose [DEBUG] logging.
The three security-gate flags below share one axis (see docs/security.md for the full picture) and are wide enough to wrap badly in a table, so they get a list instead:
GODOT_MCP_DISABLE_ELICITATION - "true" disables the confirmation prompts for run_project and run_script. Use this if your client cannot display elicitation prompts (e.g. Claude Desktop, which auto-cancels them). Fail-open: the action proceeds with a warning. Tier 1 security hard-blocks still apply.
GODOT_MCP_STRICT - "true" hard-rejects anything that would otherwise prompt, for unattended operation. Takes precedence over GODOT_MCP_DISABLE_ELICITATION when both are set.
GODOT_MCP_DISABLE_SECURITY - "true" turns the entire run_script/run_project security gate off: no scan, no block, no elicitation, no warnings, no audit sidecars - Tier 1 included. Overrides GODOT_MCP_STRICT when both are set. Enabling this is a human decision - an agent should decline to set it on a user's behalf.
Windows path gotchas.GODOT_PATH must point at the Godot executable itself, not its install folder. Backslashes in JSON must be escaped or replaced with forward slashes:
json
"GODOT_PATH":"D:\\Godot\\Godot_v4.4-stable_win64.exe"// or equivalently"GODOT_PATH":"D:/Godot/Godot_v4.4-stable_win64.exe"
Setting the variable from a wrapper .bat does not propagate to the MCP server - the path must live in the client's env block above.
Verify
Ask your AI assistant to call check_project. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working.
Docs
docs/tools.md: full tool reference, grouped by category
Path to the Godot 4.x executable. Auto-detected if Godot is on PATH.
DEBUG
Enable verbose logging when set to 'true'.
GODOT_MCP_DISABLE_ELICITATION
Set to 'true' to disable run_project/run_script confirmation prompts (fail-open) for clients that cannot display elicitation, e.g. Claude Desktop. Tier 1 security hard-blocks still apply.
GODOT_MCP_STRICT
Set to 'true' to hard-reject anything that would otherwise prompt, for unattended operation. Takes precedence over GODOT_MCP_DISABLE_ELICITATION.
GODOT_MCP_DISABLE_SECURITY
Set to 'true' to disable the run_script/run_project static gate entirely, Tier 1 hard blocks included. Overrides GODOT_MCP_STRICT. Operator opt-out, not a convenience.