Godot MCP

io.github.satelliteoflovePublished by GitHub account satelliteoflovev4.1.11Updated Oct 25, 2026

Agent-driven Godot playtesting: editor control, input injection, game-time stepping, live state.

Overview

AI-generated overview

A local MCP server that gives an AI assistant control of the Godot editor and a running game for automated playtesting and verification.

What you can do
Open, save and inspect scenes, nodes, resources, animations, TileMap and GridMap cells, and 3D transforms in the editor, with edits to properties, tracks and cells where supported. Read editor state, selection, screenshots and the error log, and run, stop or restart the game and control the 2D viewport. Inject input into the running game: named actions with analog strength, joypad buttons and sticks, raw keys, mouse-look and typed text. Freeze, step and step-until on the game clock, and read live entity state, watch windows and signal timelines as JSON. Run GDScript inside the running game to set up scenarios, take profiler snapshots and time series, validate procedural meshes, and fetch God
When to use it
Useful when an assistant should test a Godot 4.5+ project itself: reproduce a bug, drive the game like a player, confirm a change actually works, or profile frame spikes, instead of relying on screenshots and logs passed back and forth.
Requirements
Runs locally via npx, so Node.js 20+ is needed, plus Godot 4.5+ with the bundled addon installed and enabled in the project. The server reaches the editor addon over a local WebSocket on port 6550, bound to 127.0.0.1 by default; GODOT_HOST overrides the host for WSL2 or remote setups. Any stdio MCP client works.
Before you install
The server can change project data: scene and node properties, reparenting, animation tracks and keyframes, TileMap and GridMap cells, and it can run, stop and restart the game and inject input. godot_exec runs arbitrary GDScript inside the running game. Set GODOT_MCP_READ_ONLY or the --read-only flag to expose only observation tools. Only one client can use a Godot editor at a time.

Installation

In SourceWeft

  1. Open Godot MCP in the dashboard and add it to a workspace.
  2. Enable the server for the chats that should use its tools.

Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.

Other MCP clients

Follow the launch instructions in the repository.

README

godot-mcp

[npm version] [CI] [Godot 4.5+] [Node 20+] [License: MIT]

Give your AI assistant eyes and hands in the Godot editor — and a running game it can actually playtest.

Why this one?

There are a few Godot MCP servers out there, and most can open a scene and poke at nodes. This one is built around a harder problem: letting an agent verify its own work. Run the game, drive it like a player, observe what actually happened, and prove the change did what it claimed — without you ferrying screenshots and error logs back and forth.

The pieces that make that possible, and that you won't find elsewhere:

  • Deterministic playtesting. Freeze the game clock, step exact slices of game time (or step until a condition holds), with inputs riding inside the window. Observation never races the game.
  • Cheap observation. Live entity state — positions, velocities, animation state, your own custom data — as structured JSON. Most "what's happening on screen?" questions get answered without spending vision tokens on a screenshot.
  • Real input. Named actions with analog strength, joypad buttons and stick vectors, raw keys with modifier combos, relative mouse-look, text typing. Sequences run with precise timing and can prove they changed game state.
  • Scenario setup. Run GDScript inside the running game: grant the weapon, skip to wave 3, spawn a test bot — no debug hooks baked into your game code.

Here's what that looks like when an agent tests a boss fight:

text
godot_editor_edit   run frozen=true           # boot with game time frozen at frame 0godot_exec          GameState.wave = 3        # set up the scenario worth testinggodot_game_time     step_until "tree.get_nodes_in_group('boss').size() >= 1"godot_runtime_state digest                    # exact positions and state — no pixels, no guessinggodot_game_time     step 500ms + dodge input  # play the moment that mattersgodot_editor_read   screenshot_game           # and a screenshot when it's actually worth the tokens

Less copy-paste, more creating.

Quick Start

1. Configure your AI assistant

Add godot-mcp to your MCP client. See the Installation Guide for config examples (Claude Desktop, Claude Code, VSCode/Copilot, and more). The short version:

json
{  "mcpServers": {    "godot-mcp": {      "command": "npx",      "args": ["-y", "@satelliteoflove/godot-mcp"]    }  }}

2. Install the Godot addon

bash
npx @satelliteoflove/godot-mcp --install-addon /path/to/your/godot/project

Enable it in Godot: Project > Project Settings > Plugins > Godot MCP

3. Start building

Open your Godot project, restart your AI assistant, and start building. If anything refuses to connect, the Troubleshooting Guide has you covered.

What's in the box

21 tools, 86 actions. Full API docs in the Tools Reference.

ToolWhat it does
godot_sceneOpen and save scenes (create new scenes by writing the .tscn directly, then open)
godot_node_read / godot_node_editInspect effective properties, the full scene tree (including instanced sub-scenes), and find nodes; update properties and reparent
godot_editor_read / godot_editor_editEditor state, selection, screenshots, editor error log; run/stop/restart and 2D viewport control
godot_projectProject info, settings, addon version skew, and stale-settings detection
godot_animation_read / godot_animation_editQuery animations down to keyframes; author tracks and keyframes with instant editor preview
godot_tilemap_read / godot_tilemap_editRead and edit TileMapLayer cells (base64-encoded in .tscn — the bridge is the only way)
godot_gridmap_read / godot_gridmap_editRead and edit GridMap cells, same story
godot_resourceInspect resources with type-aware output: SpriteFrames, TileSet, Materials, Textures
godot_scene3dEngine-computed 3D transforms, bounding boxes, and visibility for spatial reasoning
godot_docsFetch Godot documentation as clean markdown, version-matched to your editor
godot_inputInject input into the running game: actions, joypad, raw keys, mouse-look, text
godot_profilerMetric snapshots and per-frame time series with spike detection
godot_runtime_stateLive game state as JSON: one-shot digests, watch windows, signal timelines
godot_game_timeFreeze, step, and step-until on the game clock — deterministic observation
godot_execRun GDScript inside the running game for test scenario setup
godot_validate_meshesDetect silently corrupt procedural mesh data that masquerades as lighting bugs

A note on shape: tools split along the read/write boundary, so every godot_*_read tool (and the other read-only tools) can be safely auto-allowed in your client's permission settings while writes stay gated. Related operations still live as actions inside one tool, so your agent's context isn't flooded with definitions it won't use. Anything an agent can do by editing project files directly — creating scenes and nodes, attaching scripts, connecting signals — is deliberately not duplicated as a tool; the bridge covers what files can't: editor state, verification, binary-encoded cell data, and the running game. A --read-only flag serves the look-but-don't-touch use case.

Things to ask for

A feel for what an agent can do with this, in plain prompts:

  • "Run the game and screenshot the title screen. Does the layout survive 1280x720?"
  • "The player can clip through the east wall. Reproduce it, then check the collision shapes and tell me why."
  • "Step the game until the second wave spawns and give me every enemy's position and velocity."
  • "Hold the left stick at half deflection for two seconds — does the walk animation blend correctly?"
  • "Profile ten seconds of gameplay and find what's causing the frame spikes."
  • "Add a hit-flash animation to the Player: modulate to red and back over 0.2 seconds."

For richer runtime observation, add key nodes to the mcp_watch group or give them a _mcp_state() method — see the Runtime State Guide.

How it works

text
┌─────────────────┐   stdio    ┌─────────────────┐  WebSocket   ┌──────────────────┐  debugger   ┌──────────────┐│   MCP client    │ ◄────────► │  godot-mcp      │ ◄──────────► │  Bridge addon    │ ◄─────────► │ Running game ││ (Claude, etc.)  │            │  server (Node)  │   :6550      │  (Godot editor)  │    wire     │  (autoload)  │└─────────────────┘            └─────────────────┘              └──────────────────┘             └──────────────┘

The server talks to an editor addon over a local WebSocket; the addon reaches into the running game over Godot's own debugger protocol, so the game process needs no extra ports or setup. The addon binds to 127.0.0.1 by default. WSL2 is fully supported (auto-detection, host IP discovery, configurable bind modes) — see the Installation Guide.

Curious about connection lifecycles, the single-client policy, or how frozen-time stepping works under the hood? The Architecture Guide goes deep.

Works well with minimal-godot-mcp

minimal-godot-mcp by @ryanmazzolini covers exactly what this server doesn't: LSP diagnostics for fast static GDScript checking, and the running game's console output over DAP. This server covers everything that needs an editor bridge. No overlap, no conflict — run both, and your agent gets static analysis and the game console alongside full editor and runtime control.

One caveat: a Godot editor serves a single godot-mcp client at a time. Extra clients (a subagent inheriting your MCP config, say) wait their turn rather than hijacking your session — details in Troubleshooting.

Documentation

Requirements

  • Godot 4.5+ (the addon uses the Logger class introduced in 4.5)
  • Node.js 20+
  • Any MCP client that speaks stdio

Development

bash
cd servernpm install && npm run buildnpm test                # unit + schema-snapshot testsnpm run test:protocol   # wire-level smoke of the built servernpm run generate-docs

There is also an agentic eval harness (npm run eval) that runs realistic tasks through headless Claude Code against a real project — see server/evals/README.md. It never starts Godot; you bring the open editor.

Contributions welcome — this project favors tools that solve real, time-wasting problems. Read CONTRIBUTING.md before building something big, or open an issue and we'll figure out the right shape together.

License

MIT

Source: README.md at commit c732865

Tools

0
SourceWeft has not started this package in its sandbox yet, so its tools are not known.

Version history

1
  1. v4.1.11LatestSep 16, 2026

Score

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