ai-godot-mcp
v1.0.4
Published
Production-grade Godot MCP service for AI-driven game development
Maintainers
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AI-godot-mcp
Production-grade Godot MCP service for AI-driven game development.
Inspired by dpeachpeach/godot-mcp
Vision
AI-godot-mcp aims to let ordinary people build Godot games with coding agents such as Codex, using this project as the editor bridge and the Godot editor as the live development surface.
The long-term goal is not to hard-code game-building workflows into MCP. The goal is to give agents a reliable Godot execution layer: the agent does the planning and reasoning, while AI-godot-mcp safely inspects, mutates, runs, and observes the editor on the agent's behalf.
What Comes Next
The repository already has the low-level MCP bridge. The next direction is to make that bridge a better execution substrate for Codex-style agents:
- keep workflow intelligence in the agent layer, while expanding MCP into a more complete and composable Godot capability surface
- strengthen the observe-repair loop with clearer in-editor status, operation history, and run feedback
- lower the onboarding cost with starter templates, example projects, and docs that show how agents can drive the editor effectively
- expand the Godot authoring surface toward signals, input maps, scene instancing, autoloads, and common UI flows
Features
🔍 Project Inspection
get_project_context- Retrieve Godot version, project name, and plugin statusget_scene_tree- Get current scene node tree (supports depth limit and type filtering)get_editor_logs- Fetch editor output panel logs (supports timestamp and level filtering)
🎨 Scene Editing
create_scene- Create new scene filesadd_node- Add nodes to scene tree with automatic parent resolutionset_node_property- Modify node properties with type validationdelete_node- Delete nodes with full undo supportload_resource- Load and reference external resourcessave_current_scene- Save current scene to disk
⚡ Transaction Management
begin_ai_action/end_ai_action- Atomic batch operations with native UndoRedo integration
📝 Script Management
attach_script- Attach GDScript to nodes with automatic template generationget_resource_uid- Get resource UID for cross-reference validation
▶️ Scene Execution
play_current_scene- Run current scene in editor (F6)stop_running_scene- Stop running scene (F8)
🛠️ CLI Tools
install- Deploy plugin to Godot projects with version validationuninstall- Clean removal of plugin from projectsversion- Display version and compatibility information
Requirements
- Godot: 4.6.x only
- Node.js: ≥20.0.0
Quick Start
Choose one MCP server startup method, then load the Godot editor plugin for the project you want the agent to operate on.
Option 1: npx
npx ai-godot-mcp install "<godot-project-path>"Use this when you want npm to download and run the published package on demand.
The MCP client starts the stdio server with npx ai-godot-mcp.
Claude Code
claude mcp add ai-godot-mcp -- npx ai-godot-mcpOther MCP Clients
Use this server configuration:
{
"mcpServers": {
"ai-godot-mcp": {
"command": "npx",
"args": ["ai-godot-mcp"]
}
}
}Option 2: GitHub Releases
Use this when you downloaded the packaged release artifact instead of pulling from npm at runtime.
npm install -g "./ai-godot-mcp-<version>.tgz"
ai-godot-mcp install "<godot-project-path>"Then point your MCP client at the installed command:
claude mcp add ai-godot-mcp -- ai-godot-mcp{
"mcpServers": {
"ai-godot-mcp": {
"command": "ai-godot-mcp",
"args": []
}
}
}If a release also provides plugin-only.zip, that file only installs the Godot
addon manually. It does not start the Node MCP server; use one of the server
startup methods above or below.
Option 3: Build from Source
Use this when developing the project locally or testing unpublished changes.
git clone https://github.com/DC925928496/AI-godot-mcp.git
cd AI-godot-mcp
npm install
npm run build
node build/cli/index.js install "<godot-project-path>"Then point your MCP client to the built server entrypoint:
claude mcp add ai-godot-mcp -- node "E:/code/AI-godot-mcp/build/index.js"{
"mcpServers": {
"ai-godot-mcp": {
"command": "node",
"args": ["E:/code/AI-godot-mcp/build/index.js"]
}
}
}Re-run npm run build after changing TypeScript source.
Load the Godot Plugin
After installing or copying the addon:
- Open exactly one target Godot project.
- Navigate to Project → Project Settings → Plugins.
- Enable "AI Godot MCP".
- Restart or reload your MCP client so it discovers the server tools.
Only one Godot project should load the plugin at a time. The plugin listens on
local port 6550; if two editors load it, one editor may fail to bind the port
or the MCP server may connect to the wrong project. Before switching projects,
disable the plugin or close the current Godot editor, then enable it in the next
project.
Architecture
AI-godot-mcp uses a WebSocket communication architecture:
- Node MCP Server (WebSocket client) ↔ Godot Editor Plugin (WebSocket server on port 6550)
- All write operations integrate with Godot's native UndoRedo system, supporting atomic transactions
- Unified response format:
{ok: true, data}or{ok: false, error: {code, message, suggestions}}
CLI Commands
MCP server
npx ai-godot-mcpStarts the MCP server over stdio. MCP clients usually run this command for you.
For a release package installed globally, use ai-godot-mcp. For a source
checkout, use node build/index.js after npm run build.
install
npx ai-godot-mcp install "<project-path>"Deploy plugin to Godot project with version compatibility validation (Godot 4.6.x only).
uninstall
npx ai-godot-mcp uninstall "<project-path>"Remove addons/ai_godot_mcp/ directory from project.
version
npx ai-godot-mcp versionDisplay version information and supported Godot versions.
Troubleshooting
- Godot version mismatch → Ensure you're using Godot 4.6.x (verify with
godot --version) - Plugin not enabled → Check Project → Project Settings → Plugins in editor, ensure "AI Godot MCP" is checked
- WebSocket connection failed → Confirm plugin is started and port 6550 is not occupied
- Tool call timeout → Ensure Godot editor is running and plugin is loaded
License
MIT
