Godot MCP Toolkit

Godot MCP Toolkit

Enables AI assistants to automate Godot 4 projects via headless tooling, live editor control, and runtime remote control, including scene building, testing, and observation.

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Godot MCP Toolkit

Godot MCP Toolkit is a practical MCP server for Godot 4 automation.

Project home: https://github.com/woyucbugongdaitian/godot-mcp-toolkit It combines safe headless project tools with an optional live Editor Bridge and Runtime Agent, so AI assistants can inspect, build, run, test, and iterate on Godot projects.

Highlights

  • Headless project automation — create projects and scenes, edit nodes and resources, write GDScript, run checks, capture screenshots, and execute automation tests.
  • Live editor control — bind one MCP conversation to one Godot editor for undoable scene edits, Inspector changes, selections, scripts, UI, 2D/3D authoring, animation, navigation, physics, audio, themes, plugins, and workspace controls.
  • Runtime remote control — inspect scene trees and properties, call methods, pause/resume/step, inject keyboard and pointer input, capture game views, query physics, and control AudioServer.
  • Runtime observability — poll watched property changes, Runtime Agent events, log cursors, and rolling frame metrics without opening another network service.
  • Stylized rendering helpers — configure 2D palette tinting or 3D filmic environments with ambient color, glow, fog, saturation, contrast, and brightness.

Quick Start

Requirements

  • Node.js 18 or later.
  • A Godot 4 executable. Set its path through GODOT_BIN or GODOT_PATH.

Install and build

npm.cmd install
npm.cmd run build

MCP configuration

{
  "mcpServers": {
    "godot-mcp-toolkit": {
      "command": "node",
      "args": ["E:/Tools/godot-mcp-toolkit/build/index.mjs"],
      "env": {
        "GODOT_PATH": "E:/Tools/Godot/Godot_v4.7-stable_win64.exe"
      }
    }
  }
}

Use projectPath with each tool call, or set GODOT_MCP_PROJECT for a default project.

Optional Live Editor and Runtime Control

  1. Copy godot/addons/godot_mcp_pro to the target project's addons/godot_mcp_pro directory.
  2. Enable Godot MCP Toolkit in Project Settings → Plugins.
  3. Set GODOT_MCP_ENABLE_EDITOR_BRIDGE=1 and, when needed, GODOT_MCP_TOOL_GROUPS=all in the MCP server environment.
  4. Reload Godot and the MCP client.

The plugin automatically registers the Runtime Agent as an autoload. Both the editor and runtime enforce a 90-second one-to-one conversation binding; release it with release_editor_binding or release_runtime_binding when finished.

Tool Groups

Group Focus
Project, scenes, nodes, scripts Safe headless project automation and CI workflows
Editor and advanced editor Live Inspector, scene graph, Script Editor, 2D/3D, animation, navigation, physics, audio, themes, and workspace
UI and effects UI screens/components, particles, shaders, post-process, and stylized rendering
Runtime Remote game control, input, screenshots, metrics, property watches, physics, and audio
Resources, performance, AI Resource inspection, profiling, automated tests, and project context

See Capabilities, Editor Bridge setup, Multi-project usage, Compatibility, and the Roadmap.

Development

npm.cmd run check
npm.cmd test
npm.cmd run build

The test suite validates the MCP contract plus editor and runtime one-to-one binding behavior.

License

MIT. See LICENSE. This project is an independent community implementation; see NOTICE.md for attribution.

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