godot-mcp-rts
Extended MCP server for Godot engine with RTS agentic testing, scene/script introspection and mutation, and live game screenshot capture.
README
Godot MCP RTS
Extended MCP (Model Context Protocol) server for the Godot game engine, with RTS agentic testing, scene/script introspection & mutation, and live game screenshot capture.
Forked from Coding-Solo/godot-mcp.
What this fork adds
On top of the original 14 godot-mcp tools, this fork ships 15 additional tools in three groups:
- Test harness — agentic game testing (
test_get_info,test_get_game_state,test_validate_scenario,test_check_entity,test_validate_paths,test_run_scenario,test_check_mlx) - Scene & script introspection / mutation —
get_scene_tree,remove_node,set_node_property,create_script,attach_script,list_scripts - Visual capture —
take_screenshot(script-mode, standalone scenes) andtest_take_screenshot(live game via TestController IPC, real scenes with autoloads)
Plus infrastructure improvements:
- Upgraded to MCP SDK 1.x (from 0.6.0)
preflightProject()helper retrofit on the scene-op handlers (−150 LoC of validation boilerplate)- Dropped the unused
axiosdependency (npm auditclean) - End-to-end test suite (
npm test) covering protocol handshake, all mutation tools, and live screenshot capture
Tool reference
All 29 tools at a glance:
Original Godot MCP tools (14)
| Tool | Purpose |
|---|---|
launch_editor |
Open the Godot editor for a project |
run_project |
Run a project in debug mode and capture output |
get_debug_output |
Read stdout/stderr from the running project |
stop_project |
Stop the running project |
get_godot_version |
Print the installed Godot version |
list_projects |
Find Godot projects in a directory |
get_project_info |
Project metadata + counts of scenes/scripts/assets |
create_scene |
Create a new .tscn with a chosen root node type |
add_node |
Add a node to a scene |
load_sprite |
Load a texture into a Sprite2D/Sprite3D/TextureRect |
export_mesh_library |
Export a scene as a .res MeshLibrary |
save_scene |
Save a scene (optionally to a new path) |
get_uid |
Get the UID of a file (Godot 4.4+) |
update_project_uids |
Resave resources to refresh UID references |
Test harness tools (7)
| Tool | Purpose |
|---|---|
test_get_info |
Test harness capabilities + project info |
test_get_game_state |
Snapshot of autoloads, constants, config |
test_validate_scenario |
Validate a scenario config before running it |
test_check_entity |
Verify a unit/building/resource scene exists |
test_validate_paths |
Validate all expected paths for a race |
test_run_scenario |
Launch the game with --test-harness |
test_check_mlx |
MLX local LLM health + Apple Silicon platform info |
Scene & script tools (6, new in v0.3.0)
| Tool | Purpose |
|---|---|
get_scene_tree |
Hierarchical JSON dump of a scene's nodes |
remove_node |
Delete a node from a scene and save |
set_node_property |
Bulk-set properties on an existing node |
create_script |
Create a .gd file (custom content or extends template) |
attach_script |
Attach an existing script to a node in a scene |
list_scripts |
Recursively list .gd files in a project or subdir |
Visual capture tools (2, new in v0.3.0)
| Tool | Purpose |
|---|---|
take_screenshot |
Render a scene via --script and save PNG. Standalone scenes only — does not load autoloads. |
test_take_screenshot |
Capture the currently running game via file-based IPC with TestController. Real game scenes with autoloads loaded. |
Installation
git clone https://github.com/mikeumus/godot-mcp-rts.git
cd godot-mcp-rts
npm install # also runs npm run build via the prepare hook
Configuration
Claude Code
Add to your MCP settings (.claude/settings.json or global settings):
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/godot-mcp-rts/build/index.js"],
"env": {
"GODOT_PATH": "/Applications/Godot.app/Contents/MacOS/Godot"
}
}
}
}
Cline / Cursor / other MCP clients
Same configuration format. The server speaks MCP over stdio.
Environment variables
GODOT_PATH— Path to the Godot executable. If unset, the server auto-detects common install locations on macOS / Windows / Linux.DEBUG— Set totruefor verbose stderr logging.
Usage examples
Inspect a scene
get_scene_tree(
projectPath: "/path/to/game",
scenePath: "maps/test_map.tscn",
includeProperties: true
)
Returns nested JSON with name, type, path, script, children, and
optionally properties.position / properties.visible for each node.
Create a script and attach it
create_script(
projectPath: "/path/to/game",
scriptPath: "scripts/my_unit.gd",
extendsClass: "CharacterBody3D"
)
attach_script(
projectPath: "/path/to/game",
scenePath: "units/my_unit.tscn",
nodePath: "MyUnit",
scriptPath: "scripts/my_unit.gd"
)
Set node properties
set_node_property(
projectPath: "/path/to/game",
scenePath: "units/my_unit.tscn",
nodePath: "MyUnit",
properties: { visible: false, modulate.r: 0.5 }
)
Note: Property names are converted to snake_case before reaching Godot. Built-in Godot properties (
position,rotation_degrees, etc.) are already snake_case so this is a no-op for them. Vector/Color values can't currently round-trip through JSON; pass scalar properties only.
Run a test scenario
test_run_scenario(
projectPath: "/path/to/game",
timeout: 30000
)
Launches the game with the --test-harness flag, capturing stdout for
later inspection via get_debug_output.
Capture a live game screenshot
# 1. Start the game (must be running for IPC to work)
run_project(projectPath: "/path/to/game")
# 2. Wait a few seconds for it to render the first frame, then
test_take_screenshot(projectPath: "/path/to/game")
# → Screenshot saved to: /path/to/game/.mcp_screenshots/capture_<id>.png
# 3. Stop when done
stop_project()
TestController integration
For the test harness tools and test_take_screenshot to work, your
Godot project needs to include the TestController autoload from
tests/harness/test_controller.gd (or its parent-repo equivalent).
Setup
- Copy
tests/harness/test_controller.gdinto your project - Register it as an autoload (Project Settings → AutoLoad)
- The controller activates when the game runs with
--test-harness,--test-mode, or when theGODOT_MCP_TESTenv var is set - The screenshot polling code is independent of activation — it runs in
any debug build so
test_take_screenshotworks even from a plainrun_projectinvocation
Screenshot IPC architecture
test_take_screenshot uses a file-based IPC handshake instead of trying
to capture from a headless --script subprocess (which can't load
autoloads or the main scene):
MCP server Running game
───────────── ────────────
1. Write request.json ──→ .mcp_screenshots/ ─→ TestController._process()
{ request_id, output_path? } polls every 6 frames
2. Detect request
3. get_viewport()
.get_texture()
.get_image()
.save_png(...)
4. Poll for response.json ←── .mcp_screenshots/ ←─ Write response.json
{ request_id, status, absolute_path } Print TestController log
The polling is gated on OS.is_debug_build() so exported builds are
unaffected. The polling interval is 6 frames (~10 Hz at 60 fps), which is
fast enough to feel synchronous from the MCP side and slow enough to be
free.
The IPC workspace lives at <projectPath>/.mcp_screenshots/. Add it to
your .gitignore:
.mcp_screenshots/
Testing
This project has an end-to-end test suite that exercises a real Godot
binary. There are no unit tests — the value of testing this server lives
almost entirely in verifying that real godot --headless --script
invocations round-trip correctly, so e2e is the right shape.
npm run build # always build first
npm test # smoke + mutations (~35s, no game window)
npm run test:smoke # ~3s protocol handshake + tool registration
npm run test:mutations # ~30s every scene/script tool against a sandbox project
npm run test:screenshot # ~15s INTRUSIVE: opens a game window, opt-in
The screenshot test is opt-in and gated behind the MCP_TEST_PROJECT_PATH
env var:
MCP_TEST_PROJECT_PATH=/path/to/your/game npm run test:screenshot
It validates the full test_take_screenshot pipeline against a live game,
including the TestController IPC handshake. See
tests/e2e/README.md for the full breakdown.
Architecture
Claude Code / Cursor / etc.
│
│ MCP over stdio (SDK 1.x)
▼
godot-mcp-rts (Node/TypeScript)
│
├──→ child_process → godot --headless --script godot_operations.gd <op> <json>
│ (most tools: scene mutation, script create, etc.)
│
├──→ child_process → godot --headless --script test_operations.gd <op> <json>
│ (test harness tools: state snapshots, validation)
│
├──→ child_process → godot <project> [--debug | --test-harness]
│ (run_project, test_run_scenario; long-running)
│
└──→ file-based IPC at <project>/.mcp_screenshots/request.json
(test_take_screenshot, polled by TestController)
Development
npm run build # compile TypeScript, copy .gd scripts to build/
npm run watch # tsc --watch
npm run inspector # launch the MCP inspector UI against the built server
npm test # run the e2e suite (see Testing above)
When adding a new tool, see CONTRIBUTING.md for the full checklist.
Project layout
godot-mcp-rts/
├── src/
│ ├── index.ts # MCP server, tool definitions, handlers
│ └── scripts/
│ ├── godot_operations.gd # Headless GDScript dispatcher (file ops)
│ └── test_operations.gd # Headless GDScript dispatcher (test harness)
├── tests/
│ └── e2e/
│ ├── _client.mjs # JSON-RPC stdio client + tiny test runner
│ ├── smoke.mjs # Protocol + tool registration check
│ ├── mutations.mjs # All scene/script tools, 20 assertions
│ ├── screenshot.mjs # Live game capture via TestController IPC
│ └── README.md # How to run / extend the suite
├── scripts/
│ └── build.js # Post-tsc copy of .gd files into build/
├── build/ # Compiled JS + copied scripts (gitignored)
├── README.md
├── CONTRIBUTING.md
├── LICENSE # MIT
├── package.json
└── tsconfig.json
License
MIT — see LICENSE.
Credits
- Original godot-mcp by Coding-Solo
- RTS testing extension and v0.3.0 tool additions by the As Above, So Below team
Recommended Servers
playwright-mcp
A Model Context Protocol server that enables LLMs to interact with web pages through structured accessibility snapshots without requiring vision models or screenshots.
Magic Component Platform (MCP)
An AI-powered tool that generates modern UI components from natural language descriptions, integrating with popular IDEs to streamline UI development workflow.
Audiense Insights MCP Server
Enables interaction with Audiense Insights accounts via the Model Context Protocol, facilitating the extraction and analysis of marketing insights and audience data including demographics, behavior, and influencer engagement.
VeyraX MCP
Single MCP tool to connect all your favorite tools: Gmail, Calendar and 40 more.
graphlit-mcp-server
The Model Context Protocol (MCP) Server enables integration between MCP clients and the Graphlit service. Ingest anything from Slack to Gmail to podcast feeds, in addition to web crawling, into a Graphlit project - and then retrieve relevant contents from the MCP client.
Kagi MCP Server
An MCP server that integrates Kagi search capabilities with Claude AI, enabling Claude to perform real-time web searches when answering questions that require up-to-date information.
E2B
Using MCP to run code via e2b.
Neon Database
MCP server for interacting with Neon Management API and databases
Exa Search
A Model Context Protocol (MCP) server lets AI assistants like Claude use the Exa AI Search API for web searches. This setup allows AI models to get real-time web information in a safe and controlled way.
Qdrant Server
This repository is an example of how to create a MCP server for Qdrant, a vector search engine.