Godot Universal MCP

Godot Universal MCP

Connects MCP-capable AI clients to a running Godot 4 editor for scene, node, project, and debug runtime operations via a local-first architecture.

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Godot Universal MCP

Godot Universal MCP is a local-first Model Context Protocol server and Godot addon pair for AI-assisted Godot 4 development. It connects MCP-capable clients such as GitHub Copilot to a running Godot editor and optional debug runtime bridge.

What is Godot Universal MCP?

The project provides:

  • A Node.js MCP server that speaks stdio to your AI client.
  • A Godot editor plugin that exposes scene, node, project, and play-mode operations.
  • An optional runtime autoload for debug-time inspection during gameplay.
  • Configuration, docs, and examples for reproducible setup.

Quick start

Windows PowerShell

git clone <repository-url>
cd GodotMCP
.\scripts\install.ps1

Then copy addons\godot_universal_mcp into your Godot project, enable the plugin, and point your MCP-compatible client at the generated .mcp.json.

Linux bash

git clone <repository-url>
cd GodotMCP
./scripts/install.sh

Then copy addons/godot_universal_mcp into your Godot project, enable the plugin, and configure your MCP client to launch npx -y godot-universal-mcp.

Architecture overview

AI client <-> MCP stdio server <-> localhost TCP <-> Godot editor/runtime
  • The MCP server handles tool registration, request validation, and response formatting.
  • The editor bridge exposes safe editor automation on 127.0.0.1:9500 by default.
  • The runtime bridge exposes debug-only inspection on 127.0.0.1:9501 by default.

For more detail, see docs/ARCHITECTURE.md.

VS Code / GitHub Copilot setup

Use either .mcp.example.json or .vscode/mcp.example.json as your starting point:

{
  "servers": {
    "godot-universal": {
      "type": "stdio",
      "command": "npx",
      "args": ["-y", "godot-universal-mcp"]
    }
  }
}

See docs/COPILOT_SETUP.md for a guided flow.

How to enable the Godot plugin

  1. Copy addons/godot_universal_mcp into your Godot project's addons/ directory.
  2. Open Project > Project Settings > Plugins.
  3. Enable Godot Universal MCP.
  4. Confirm the dock appears and the editor bridge starts.
  5. Optionally enable the runtime autoload for gameplay inspection.

More details: docs/GODOT_PLUGIN.md.

Safety model

Godot Universal MCP is designed for local development use:

  • Bridges bind to 127.0.0.1 by default.
  • Runtime inspection is intended for debug/editor builds only.
  • Remote access and eval-style capabilities should remain disabled unless explicitly needed.
  • AI-generated actions should be reviewed before applying destructive changes.

See SECURITY.md and docs/SECURITY.md.

Tool categories

Category Example tools Notes
Editor inspection editor.get_status, editor.get_scene_tree, editor.get_node Best for scene understanding and project context.
Editor actions editor.set_node_property, editor.save_all, editor.open_scene Intended for local editor automation.
Project control editor.run_project, editor.stop_project, editor.filesystem_scan Helps coordinate iteration loops.
Runtime inspection runtime.get_status, runtime.get_tree, runtime.get_property Debug-only visibility into the running game.
Runtime control runtime.set_property, runtime.pause, runtime.resume, runtime.screenshot Powerful tools; use conservatively.

See docs/TOOL_REFERENCE.md for the full reference.

Troubleshooting

  • Plugin missing in Godot: verify the addon path and re-scan the filesystem.
  • MCP client cannot connect: confirm the plugin is enabled and the editor bridge port is available.
  • Runtime tools unavailable: ensure the runtime autoload is enabled in a debug/editor build.

Full guide: docs/TROUBLESHOOTING.md.

FAQ

Does this bundle Godot?

No. You must install Godot separately.

Does it work in production builds?

The runtime bridge is intended for debug/editor builds, not production deployment.

Do I need VS Code?

No. Any MCP-compatible client can launch the stdio server.

Is remote access enabled by default?

No. The default posture is localhost-only and safety-first.

Additional documentation

License

Licensed under the MIT License. See LICENSE, NOTICE.md, and THIRD_PARTY_NOTICES.md.

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