godot-mcp-bridge
Let Claude, Cursor, or any MCP-compatible AI work inside your Godot project: read and edit scenes, write and validate scripts, run the game, drive it, and read the errors — without copy-pasting anything.
README
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<img src="./icon.png" width="96" alt="godot-mcp-bridge" />
godot-mcp-bridge
An AI that works with you in the Godot editor — not instead of you.
</div>
Every Godot MCP server lets an AI drive the editor. This one also tells the AI what you just did — the scene you opened, the node you selected, the file you saved — so you can both work in the same project at the same time without stepping on each other. Add a real step-debugger, scope-aware refactoring through Godot's language server, live-tree edits that never clobber your unsaved work, and 213 tools that were each verified against a running editor rather than just written.
Started as a fork of tomyud1/godot-mcp (MIT
licensed) and has since diverged substantially — see CHANGELOG.md.
💬 What you'd actually say to it
"The player falls through the floor sometimes. Set a breakpoint in
_physics_processand tell me whatvelocityis when it happens."
"Build me an enemy: CharacterBody2D, circle collider, sprite, patrol script, and put it in the
enemiesgroup."
"Run the game, press jump, screenshot it, and tell me if the animation played."
"Which of my resources aren't referenced by anything anymore?"
"Export a Windows debug build and tell me when it's done."
Under the hood that's a breakpoint hit read from a paused frame, a scaffolded scene tree, a runtime input + screenshot loop, a dependency sweep, and an async headless build — but you don't have to know which tool does which.
<details> <summary>What a debug session actually returns</summary>
// debug_launch({scene: "res://scenes/level.tscn"})
{ "state": "stopped", "stopped_reason": "breakpoint", "hit_breakpoint": true }
// debug_stack_trace()
{ "frames": [{ "name": "_physics_process", "line": 17,
"source": ".../scenes/player.gd" }] }
// debug_variables({variables_reference: 1}) ← the Locals scope
{ "variables": [{ "name": "delta", "value": "0.01666666666667" },
{ "name": "direction", "value": "<null>" }] }
// debug_evaluate({expression: "velocity"})
{ "result": "(0.0, 0.0)" }
Real output from the test project — delta is exactly 1/60, matching its 60 Hz
physics tick.
</details>
✨ Why this one
It's bidirectional. The AI can poll get_editor_activity to see what you just did
in the editor — selection, scene open/close/save, script focus, resource saves, asset
reimports, undo/redo, which screen you're on — tagged human vs its own actions. It finds
out you moved something without having to ask. Every other Godot MCP is one-directional:
the AI drives, and is blind to you. (Checked by reading the source of 12 competing
servers in July 2026, not their READMEs.)
It doesn't clobber your work. Many Godot MCP servers edit your .tscn files on disk.
If you have that scene open with unsaved changes, they silently overwrite it. Here, when
a scene is open, every mutating tool edits the live editor tree instead — your
unsaved edits survive and every change goes through Godot's undo system (Ctrl+Z
works). Closed scenes still edit on disk as usual.
The claims are tested, not asserted. Every tool has been run against a real Godot 4.7 — 204 driven by hand through the editor (a full 185-tool pass in July 2026, plus the debugger and language-server tools end-to-end as they were added), and the multiplayer scaffolding covered by 15 assertions in the headless GDScript suite. That work found and fixed four real bugs: collision presets silently saving an empty bitmask, a live-scene write leaving partial state after reporting failure, a 2D navmesh bake that always came back empty, and an export poll that hung until timeout. See Limitations for what it still can't do.
More of what it does:
- Step-debugger — set breakpoints, step, read the real call stack and frame variables,
evaluate expressions in the paused frame, over Godot's own Debug Adapter. Stop at the
failure and look at actual values instead of inferring them from
print()output. - Real headless export — builds an actual game binary via a shadow-workspace clone,
asynchronously, without freezing the editor (
export_project→get_export_status). - Runs your real tests —
run_gut_testsexecutes your GUT unit suite (sync or async) and reports pass/fail, so the AI acts on real results instead of guessing. - Drives the running game — call methods, set properties,
awaitsignals,game_evala snippet, record/replay input, snapshot the live tree, even a multiplayer peer-spawn harness (spawn_headless_peers) — deterministic playtesting without screenshots. - Sandboxed paths — every path is guarded against traversal outside the project (the class of bug behind CVE-2026-15522 in another server).
- Writes the boilerplate for you —
wire_signalconnects a signal and generates the correctly-typed handler;generate_onready_refsemits typed@onreadyvars for a subtree;scaffold_entitybuilds a character (body + collision shape resource + sprite- movement script) in one call;
scaffold_state_machinelays out a working FSM. Physics layers can be set by name instead of bit indices.
- movement script) in one call;
- Tells you what's rotting —
find_unused_resources,detect_circular_dependencies,analyze_scene_complexity, andanalyze_signal_flow(which catches connections whose handler doesn't exist — a bug that otherwise only shows up at runtime). - Asks what changed, not for everything again —
scene_difftakes a snapshot id and then returns only the added, removed and modified nodes (with before/after values), so the agent stops paying for a fullread_sceneevery time it looks back. It catches your edits too, not just its own. - Catches multiplayer bugs that fail silently —
mp_diagnoseflags an.rpc()call to a method with no@rpcannotation, a synchronizer replicating nothing, and a spawner whosespawn_pathgoes nowhere. None of those error when you write them; all of them look like "the client is broken" when a second peer joins. - Visual regression —
compare_screenshotsdiffs two frames and reports the changed percentage and region, so "did my change actually alter the screen?" has an answer. - Tests your UI like a human would — click a button by its visible caption
(
click_control_runtime({text: "Start"}), which refuses and lists candidates if the text is ambiguous), then assert what's on screen withassert_screen_text— reading the live Control tree, so it works headless with no OCR. - Localization that doesn't half-work —
sync_localizationregisters the.translationfiles Godot generated from your CSV (the manual step that silently makes a language never load) and reports every key you haven't translated yet, per locale. - Setup that explains itself —
npx godot-mcp-bridge installinstalls and enables the addon in one command;doctordiagnoses a broken setup;diagnose_connectiontells the AI exactly why the editor isn't connecting. - Fast + robust —
batch_execute/batch_scene_editcut N calls to one; heavy reads (read_scene,scene_tree_dump,classdb_query) takemax_depth/filterto stay token-cheap; only 35 tools load by default so the agent stays focused. - Symbol-accurate refactoring —
gd_renameandgd_referencesgo through Godot's language server, so they understand scope: renaming a localspeedwon't touch an unrelated class'sspeedthe way a text search would.gd_diagnosticssurfaces type errors without running the game. - Multiplayer scaffolding —
mp_add_spawner/mp_add_synchronizerbuild Godot 4's replication nodes (including theSceneReplicationConfigsub-resource that makes them tedious by hand),mp_wire_rpcwrites correctly-annotated@rpcmethods, andmp_scaffold_lobbygenerates the host/join plumbing. - C#, honestly —
create_csharp_scriptscaffolds the boilerplate, andcsharp_statustells you up front whether C# can work here at all. The standard Godot build has no C# support: a.csfile saves fine, attaches to nothing, and fails silently. Better to find that out before writing any. - Opt-in confirmation gate — set
GODOT_MCP_REQUIRE_CONFIRM=trueand operations with no undo path (file deletes/renames, script rewrites, mass renames, project settings) require an explicitconfirm: true. Edits to an open scene are exempt — those do land on Godot's undo history, so Ctrl+Z (orundo_last) already covers them. - Pre-flight validation —
validate_scriptssweeps every.gd;validate_scene_integrityflags nodes left with an empty required resource;validate_meshescatches empty geometry.
⚙️ Running more than one project
One project on one machine needs no configuration. If you run several — or a CI editor alongside your own — set two things, because the addon dials a fixed port and cannot tell which server answered:
| Variable | Where | What it does |
|---|---|---|
GODOT_MCP_PORT |
server and editor | Port for the bridge. Give each project its own. |
godot_mcp/network/port |
Project Settings | Per-project port, if you'd rather not set an env var on the editor. GODOT_MCP_PORT overrides it. |
GODOT_MCP_PROJECT |
server | Absolute path of the project this server serves. Any editor with a different project open is refused. |
GODOT_MCP_PROJECT is the one worth setting even with a single project. Without
it the first editor to reach the port is trusted with every tool call, so an
unrelated editor that happens to be open can end up receiving edits meant for
this one. With it, that connection is refused and the editor says so instead of
silently taking the work.
📊 How it compares
Checked in July 2026 by reading each project's source, not its marketing. Star count mostly tracks how early a project shipped, so it's listed last rather than first.
| godot-mcp-bridge (this repo) | yurineko73/Godot-MCP-Native (most active) | tomyud1/godot-mcp (fork origin) | Coding-Solo/godot-mcp (most-starred) | |
|---|---|---|---|---|
| Tools | 213 (35 loaded by default) | 155 | 42 | ~14 |
| Live-tree editing + undo | ✅ | ✅ | ❌ (overwrites open scenes on disk) | ❌ |
| Step-debugger | ✅ | ✅ | ❌ | ❌ |
Drives the running game (input, game_eval) |
✅ | ✅ | ❌ | ❌ |
Sees what you just did (get_editor_activity) |
✅ | ❌ | ❌ | ❌ |
| Async headless export (doesn't block the editor) | ✅ | CLI export | ❌ | ❌ |
| Runs your real test suite (GUT) | ✅ | ❌ | ❌ | ❌ |
| Last release | active | active | Apr 2026 | Apr 2026 |
| GitHub stars | — | 464 | 397 | 4.9k |
The honest read: undo, a debugger, and runtime control are table stakes now — the good projects all have them. What no one else does is the bidirectional half, and the two most-starred options haven't shipped since April.
📦 Quick Start
0. Install Node.js (one-time setup)
Download and run the installer from nodejs.org (LTS version). It's a standard installer — no terminal needed.
1. Install the Godot plugin
One command, from inside your Godot project folder:
npx godot-mcp-bridge install
That copies the addon into addons/godot_mcp/ and enables the plugin in
project.godot (backing the file up first, and keeping every other plugin and
setting intact). Add --client claude-desktop or --client cursor and it will
register the server in that client's config too.
Something not connecting? Run this and it tells you which step is missing:
npx godot-mcp-bridge doctor
<details> <summary>Prefer to do it by hand</summary>
Copy the addons/godot_mcp/ folder from this repo into your Godot project's
addons/ directory. Then go to Project → Project Settings → Plugins and
enable the Godot MCP plugin.
(The "Godot AI Assistant tools MCP" AssetLib listing belongs to the upstream project this repo forked from, not this one — installing from there gets you the upstream addon, not this fork.) </details>
2. Add the server config to your AI client
Claude Desktop — Settings → Developer → Edit Config → open the config file and paste:
Mac / Linux:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-bridge"]
}
}
}
Windows:
{
"mcpServers": {
"godot": {
"command": "cmd",
"args": ["/c", "npx", "-y", "godot-mcp-bridge"]
}
}
}
Cursor — Settings → MCP → Add Server:
Mac / Linux:
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-bridge"]
}
}
}
Windows:
{
"mcpServers": {
"godot": {
"command": "cmd",
"args": ["/c", "npx", "-y", "godot-mcp-bridge"]
}
}
}
Claude Code — run in terminal:
claude mcp add godot -- npx -y godot-mcp-bridge
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 — you should see MCP Connected in green. You're ready to go.
🧰 What Can It Do?
213 Tools, 35 Loaded by Default
A big always-on tool list makes an AI agent wander between unrelated
capabilities and burns context on definitions it never uses. So only core
(35 tools) is visible by default — the smallest set that carries a normal
session end to end: look around, edit scenes and scripts, run the game, read the
errors.
Everything else is grouped by intent and is one call away:
enable_toolset({ name: "runtime" }). list_toolsets shows every set, what it's
for, and the names of the tools inside it — so the AI can find what it needs
without loading the whole catalog first. Nothing is ever unreachable.
For a goal-to-tool index and per-topic usage guides (scene editing patterns,
the runtime testing loop, asset generation, troubleshooting), see
docs/TOOLS.md — the same content the server exposes live
via the get_guide tool, in browsable form.
| Toolset | Tools | What it's for |
|---|---|---|
| core (always on) | 35 | Look around (read_scene, scene_tree_dump, search_project, classdb_query), edit scenes/nodes (live-tree + undo, batch_scene_edit), scripts, run the game, read errors |
| runtime | 25 | Drive the running game: input (keyboard/mouse/gamepad/touch), game_eval, live node/property access, await_signal_runtime, UI-by-text clicking + assert_screen_text, input record/replay, multiplayer + spawn_headless_peers |
| debug | 11 | Step-debugger over Godot's own Debug Adapter: breakpoints, step over/in/out, call stack, scope variables, expression evaluation in the paused frame |
| code_intel | 8 | Godot's language server: scope-aware gd_definition, gd_references and gd_rename (unlike text search), plus type diagnostics without running the game |
| scene_editing | 14 | Deeper scene work: collision shapes, sprites/meshes/materials, groups, anchors, spatial queries |
| project_config | 13 | Project settings, input map, autoloads, resources, sync_localization |
| animation | 12 | AnimationPlayer tracks/keyframes, AnimationTree state machines |
| editor | 11 | The editor itself: get_editor_activity (what you just did), selection, scene tabs, performance |
| physics | 7 | Collision shapes, raycasts, layers by name, collision presets |
| tilemap | 8 | TileMapLayer cell painting, terrain + deterministic bitwise autotiling |
| analysis | 8 | scene_diff (what changed since you last looked, without re-reading the tree), mp_diagnose (silent multiplayer bugs), find_unused_resources, detect_circular_dependencies, analyze_scene_complexity, analyze_signal_flow, get_project_statistics, compare_screenshots |
| scaffolding | 11 | wire_signal, generate_onready_refs, scaffold_entity, scaffold_state_machine, create_csharp_script, plus multiplayer: mp_add_spawner, mp_add_synchronizer, mp_wire_rpc, mp_scaffold_lobby |
| testing | 6 | GUT test runner (sync/async), scene/mesh integrity validation, assertions |
| ui | 6 | Theme resources, colors, stylebox overrides |
| 3d | 6 | Mesh instances, lighting presets, materials, environment, cameras, gridmaps |
| shaders | 6 | Create/read/edit GDShader, assign materials, set params |
| navigation | 5 | NavigationRegion setup, mesh baking, agents, layers |
| vfx | 5 | GPUParticles2D/3D, gradients, presets |
| refactor | 5 | Project-wide symbol rename, bulk property edits, file moves |
| export | 4 | Export presets and async export jobs |
| audio | 3 | AudioStreamPlayer variants, buses |
| utility | 2 | 2D asset generation, project/scene visualizer |
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 — changes sync to Godot in real time
- Scene view with node property editing
- Find usages before refactoring

🏗️ Architecture
┌─────────────┐ MCP (stdio) ┌──────────────┐ WebSocket ┌──────────────┐
│ AI Client │◄────────────────►│ MCP Server │◄─────────────►│ Godot Editor │
│ (Claude, │ │ (Node.js) │ port 6505 │ (Plugin) │
│ Cursor) │ │ │ │ │
└─────────────┘ │ Visualizer │ │ 213 tool │
│ HTTP :6510 │ │ handlers │
└──────┬───────┘ └──────────────┘
│
┌──────▼───────┐
│ Browser │
│ Visualizer │
└──────────────┘
⚠️ Limitations
- Local only — runs on localhost, no remote connections
- Single connection — one Godot instance at a time
- Undo covers every edit to an open scene — nodes, properties, resources, animation tracks, tilemap cells: all of it registers on Godot's undo history, and
undo_lastlets the agent take back its own change. Abatch_scene_editis one entry, so Ctrl+Z reverts the whole batch. The limit worth knowing: editing a scene that is not open writes straight to disk with no undo entry — use version control there. Some destructive tools also supportdry_run: trueto preview first - AI is still limited in Godot knowledge — it struggles with complex UI layouts, compositing scenes, and some node property manipulation; it can't create 100% of a game alone, but it can help debug, write scripts, and tag along for the journey. Still in active development — feedback is welcome.
🔧 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.
📖 Release notes
Narrative write-ups of each release live in release-notes/ — latest is v1.1.0. For the full change history, see CHANGELOG.md.
🤝 Contributing
See CONTRIBUTING.md. Security issues: see SECURITY.md instead of opening a public issue.
📄 License
MIT
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