MCP server for Godot game engine integration — control the Godot editor with AI
io.github.tomyud1/godot-mcp — MCP server for Godot editor integration
MCP server for Godot game engine integration. It provides an interface to “control the Godot editor with AI,” where an MCP-compatible AI can read, write, and manipulate Godot editor content directly in the running editor, including scenes, scripts, nodes, and project settings. It targets Godot 4.x.
🛠️ Key Features
Godot editor integration for MCP-compatible AI control
Read, write, and manipulate scenes, scripts, nodes, and project settings
Interactive project visualizer
Godot 4.x support
MIT license
32 tools
🚀 Use Cases
Editing and manipulating Godot projects from an AI-assisted workflow
Updating scenes, scripts, nodes, and project settings without manual copy-pasting
⚡ Developer Benefits
Direct access to the running Godot editor via MCP tools
Reduced context switching when working with AI tools
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.
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.
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
One Godot editor at a time — multiple AI clients can connect concurrently, but they all share a single Godot instance
Ctrl+Z does not reach AI changes — the plugin writes to disk rather than the editor's live tree, so Godot's native undo has nothing to revert. Use the mcp_undo tool instead (ask the agent to undo).
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
bash
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.