godot-runtime-mcp

godot-runtime-mcp

A TypeScript MCP server that lets AI assistants interact with the Godot 4.x game engine: not just editing files, but playing the game.

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Godot Runtime MCP Server

npm version npm downloads License: MIT Node.js

An MCP server that gives AI assistants direct access to a running Godot 4.x game. Not just file editing, not just scene manipulation, but actual runtime control: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.

Most Godot MCP servers operate headlessly. They can create scenes, add nodes, attach scripts, and that covers a lot of ground. But they stop at the editor boundary. This one doesn't. When you run a project through this server, it injects a lightweight UDP bridge as an autoload, and suddenly the AI can interact with your game the same way a player would. It presses keys, clicks buttons, reads what's on screen, and runs arbitrary code against the live scene tree.

The distinction matters: the AI doesn't just write your game, it can test it.

<a href="https://glama.ai/mcp/servers/@Erodenn/godot-runtime-mcp"> <img width="380" height="200" src="https://glama.ai/mcp/servers/@Erodenn/godot-runtime-mcp/badge" alt="Godot Runtime MCP Server on Glama" /> </a>

What It Does

Headless editing: Create scenes, add nodes, set properties, attach scripts, manage UIDs. All the standard operations you'd expect, no editor window required.

Runtime bridge: When run_project is called, the server injects McpBridge as an autoload. This opens a UDP channel on port 9900 and enables:

  • Screenshots: Capture the viewport at any point during gameplay
  • Input simulation: Batched sequences of key presses, mouse clicks and movement, UI element clicks by name or path, Godot action presses, and timed waits
  • UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
  • Live script execution: Compile and execute arbitrary GDScript with full SceneTree access while the game is running

The bridge cleans itself up automatically when stop_project is called. No leftover autoloads, no modified project files.

Quick Start

Prerequisites

Install via npm

npm install -g godot-mcp-runtime

Or clone from source

git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build

Configure Your MCP Client

Add the following to your MCP client config. This works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.

If installed via npm:

{
  "mcpServers": {
    "godot": {
      "command": "godot-mcp-runtime",
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

If cloned from source:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to>/godot-mcp-runtime/dist/index.js"],
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it.

Set "DEBUG": "true" in env for verbose logging.

Verify

Ask your AI assistant to call get_project_info. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working.

Tools

Project

Tool Description
launch_editor Open the Godot editor for a project
run_project Run a project and inject the MCP bridge
stop_project Stop the running project and clean up the bridge
get_debug_output Read stdout/stderr from the running project
list_projects Find Godot projects in a directory
get_project_info Get project metadata, or just the Godot version if no project path is given

Runtime (requires run_project first)

Tool Description
take_screenshot Capture a PNG of the running viewport
simulate_input Batched input: key, mouse_button, mouse_motion, click_element, action, wait
get_ui_elements Get visible Control nodes with positions, types, and text
run_script Execute GDScript at runtime with full SceneTree access

Scene: manage_scene

Operation Description
create Create a new scene file
add_node Add a node to an existing scene
load_sprite Set a texture on a Sprite2D, Sprite3D, or TextureRect
save Save a scene, or save-as with newPath
export_mesh_library Export scenes as a MeshLibrary for GridMap

UIDs: manage_uids (Godot 4.4+)

Operation Description
get Get a resource's UID
update Resave all resources to update UID references

Node: manage_node

Operation Description
delete Remove a node from a scene
update_property Set a property on a node
get_properties Read node properties
attach_script Attach a GDScript to a node
list List child nodes
get_tree Get the full scene tree hierarchy

Architecture

src/
├── index.ts                # MCP server entry point, routes tool calls
├── tools/
│   ├── project-tools.ts    # Project and runtime tool handlers
│   ├── scene-tools.ts      # Scene operations
│   └── node-tools.ts       # Node operations
├── scripts/
│   ├── godot_operations.gd # Headless GDScript operations
│   └── mcp_bridge.gd       # UDP autoload for runtime communication
└── utils/
    └── godot-runner.ts     # Process spawning, output parsing

Headless operations spawn Godot with --headless --script godot_operations.gd, perform the operation, and return JSON.

Runtime operations communicate over UDP with the injected McpBridge autoload in the running game.

How the Bridge Works

When run_project is called:

  1. mcp_bridge.gd is copied into the project directory
  2. It's registered as an autoload in project.godot
  3. The project launches with the bridge listening on UDP port 9900
  4. Runtime tools send JSON commands to the bridge and await responses
  5. When stop_project is called, the autoload entry and bridge script are removed

Files generated during runtime (screenshots, executed scripts) are stored in .mcp/ inside the project directory. This directory is automatically added to .gitignore and has a .gdignore so Godot won't import it.

Acknowledgments

Built on the foundation laid by Coding-Solo/godot-mcp for headless Godot operations.

Developed with Claude Code.

License

MIT

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