godot-mcp
Bridges AI assistants with the Godot 4 editor, exposing tools to inspect scenes, create nodes, modify properties, capture screenshots, debug scripts, and manage project files via the Model Context Protocol.
README
<p align="center"> <img src="https://img.shields.io/badge/Godot-4.x-478CBF?style=for-the-badge&logo=godotengine&logoColor=white" alt="Godot 4"> <img src="https://img.shields.io/badge/MCP-compatible-8A2BE2?style=for-the-badge" alt="MCP"> <img src="https://img.shields.io/badge/Python-3.10+-3776AB?style=for-the-badge&logo=python&logoColor=white" alt="Python 3.10+"> <img src="https://img.shields.io/badge/License-MIT-green?style=for-the-badge" alt="License"> <img src="https://img.shields.io/badge/version-0.1.0-blue?style=for-the-badge" alt="Version"> </p>
Godot MCP
Control the Godot 4 editor from Claude Code (or any MCP client) via the Model Context Protocol.
Godot MCP is a bridge between AI assistants and the Godot 4 engine. It exposes 18 MCP tools + 3 editor-side endpoints that let you inspect scenes, create nodes, modify properties, capture screenshots, debug scripts, and manage project files — all without leaving your terminal.
Architecture
┌─────────────┐ stdio ┌─────────────────┐ HTTP ┌──────────────────┐
│ MCP Client │◄──────────────────►│ godot-mcp │◄──────────────►│ Godot 4 Editor │
│ (Claude Code)│ │ (Python server) │ localhost:6789 │ (Editor Plugin) │
└─────────────┘ └─────────────────┘ └──────────────────┘
The system has two components:
- MCP Server (Python) — Receives tool calls via stdio, translates them into HTTP requests
- Editor Plugin (GDScript) — Runs inside Godot 4, exposes an HTTP API on
127.0.0.1:6789
Installation
1. Install the Python package
cd godot-mcp
pip install -e .
2. Install the Godot plugin
Copy the plugin folder into your Godot project:
cp -r godot_plugin/addons/godot_mcp /path/to/your/godot-project/addons/
Then in Godot: Project → Project Settings → Plugins → Enable "Godot MCP"
3. Configure Claude Code
Add to your Claude Code MCP settings (~/.claude.json or project config):
{
"mcpServers": {
"godot-mcp": {
"command": "godot-mcp",
"type": "stdio"
}
}
}
Available Tools
| Tool | Description |
|---|---|
get_editor_state |
Get current editor state (open scenes, selected nodes) |
get_scene_tree |
Get the full scene tree hierarchy |
get_node_properties |
Get all properties of a specific node |
set_node_property |
Modify a node property in real-time |
create_node |
Create a new node (any Godot class) in the scene tree |
delete_node |
Remove a node from the scene tree |
save_scene |
Save the current scene to disk |
run_scene |
Run the current or a specific scene |
stop_scene |
Stop the running scene |
execute_script |
Execute GDScript code in editor context |
get_project_files |
List project files with glob pattern filtering |
read_script |
Read the contents of a GDScript file |
write_script |
Write or modify a GDScript file |
get_viewport_screenshot |
Capture the editor viewport as base64 PNG |
get_logs |
Get recent logs and errors from the Godot console |
search_assets |
Search the Godot Asset Library |
download_asset |
Download and install an asset from the Asset Library |
preview_asset |
Preview an image file from the project as base64 PNG |
Editor-Side Endpoints (GDScript plugin)
These endpoints are available directly on the Godot HTTP server and can be accessed by the MCP tools internally:
| Endpoint | Description |
|---|---|
GET /editor/errors |
Get filtered error messages from the editor error buffer |
POST /script/check |
Validate GDScript syntax without executing it |
GET /editor/debugger |
Get runtime debugger messages via MCPDebugCapture |
Usage Example
Once both the Godot plugin is enabled and Claude Code is configured, you can interact with your Godot project naturally:
You: "Show me the scene tree of the current scene"
Claude: [calls get_scene_tree] → returns the full node hierarchy
You: "Move the Player node to position (100, 200)"
Claude: [calls set_node_property("Player", "position", "Vector2(100, 200)")]
You: "Run the game and check if it works"
Claude: [calls run_scene] → launches the scene in Godot
You: "Create a new script that makes the player jump"
Claude: [calls write_script("res://scripts/player.gd", "...GDScript code...")]
You: "Check my script for syntax errors"
Claude: [calls execute_script via /script/check] → returns compilation errors if any
You: "Show me the recent errors"
Claude: [calls get_logs(level="error")] → returns filtered error messages
Requirements
- Godot 4.x with the editor plugin enabled
- Python 3.10+
- Dependencies:
mcp >= 1.0.0,httpx >= 0.27.0
Project Structure
godot-mcp/
├── src/godot_mcp/
│ ├── __init__.py
│ └── server.py # MCP server (18 tools)
├── godot_plugin/addons/godot_mcp/
│ ├── plugin.cfg # Plugin metadata
│ ├── plugin.gd # Plugin entry point
│ └── godot_mcp_server.gd # HTTP server + error tracking + debug capture
└── pyproject.toml
License
MIT
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