
Funplay Godot MCP
io.github.FunplayAI由 GitHub 帳號 FunplayAI 發布v0.10.1更新於 Oct 24, 2026
stdio bridge for the local Godot Editor MCP server from FunplayAI/funplay-godot-mcp.
概覽
一個本機 stdio 橋接服務,把 AI 助理連接到執行中的 Godot 編輯器,透過編輯器工具建立場景、腳本、UI 與玩法。
- 可以做什麼
- 檢視與編輯場景和節點:讀取場景樹,建立、複製、重設父節點或移除節點,設定屬性與變換,儲存或實例化場景。建立、編輯、修補與驗證腳本,並依專案語言提供 GDScript 與 .NET 工具。建立 UI 與玩法:Control 階層、標籤、按鈕、面板、主題覆寫、訊號、動畫、相機與材質。執行並測試遊戲:進入與離開播放模式、模擬輸入、擷取畫面、檢查斷言、日誌與效能。管理專案設定、輸入動作、自動載入、檔案、專案地圖與重構計畫,並可透過 execute_code 執行任意 GDScript。
- 適用情境
- 適合讓助理在開啟的 Godot 4.2+ 專案中工作:搭建場景與 HUD、產生或修補腳本、連接訊號,並在播放模式下驗證行為,不必切換工具。
- 執行需求
- 本機 Godot 4.2+ 專案,已啟用 Funplay MCP 外掛並啟動其伺服器(預設 stdio 包裝器需要 Node.js。需將 Funplay MCP 面板中的專案驗證權杖設為 FUNPLAY_GODOT_MCP_TOKEN(或 GODOT_MCP_TOKEN);FUNPLAY_GODOT_MCP_URL 可覆寫端點。僅限桌面端。
安裝
在 SourceWeft 中
- 開啟 儀表板中的 Funplay Godot MCP,將其新增到工作區。
- 為需要使用其工具的對話啟用該服務。
Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。
其他 MCP 客戶端
參照 儲存庫 中的啟動說明。
README
Funplay MCP for Godot
The Most Advanced MCP Server for Godot Editor
[Godot 4.2+] [License: MIT] [MCP Compatible] [Editor Only]
Godot Asset Store · 中文 | English
💖 If you find this project useful, please consider giving it a Star. It helps more Godot developers discover it and supports ongoing development.
Funplay MCP for Godot is an MIT-licensed Godot Editor MCP server that lets AI assistants like Claude Code, Cursor, Windsurf, Codex, and VS Code Copilot operate directly inside your running Godot project.
The addon works in standard Godot 4.2+ projects and is also usable in Godot .NET projects. The current implementation is GDScript-based, and the exported script tools are language-aware: GDScript projects see GDScript workflows, .NET projects see C#/.NET workflows, and mixed projects expose both where useful.
Describe your game or tool in one sentence — your AI assistant builds it in Godot through Funplay MCP for Godot’s built-in tools for scene creation, script generation, UI authoring, play-mode validation, input simulation, animation setup, camera control, performance inspection, and editor automation.
"Build a top-down shooter HUD with health, ammo, pause menu, and hit flash feedback"
Your AI assistant handles it through Funplay MCP for Godot: creates the scene structure, generates scripts, builds the Control tree, wires signals, configures animations, and validates the workflow — all from a single prompt.
Quick Start
If you just want to get connected fast, do these three things:
- Open the project or copy
addons/funplay_mcpinto your own Godot project - Enable the plugin and start the MCP server
- Use the built-in one-click client configuration
1. Install the addon
You can either:
- install it from the Godot Asset Store,
- download
Funplay.GodotMcp.vX.Y.Z.zipfrom the latest GitHub Release and extract it into your project root, - clone this repository and open it directly as a Godot project, or
- copy
addons/funplay_mcpinto your own Godotres://addons/directory
💡 Before you clone or install, a quick ⭐ on GitHub would be greatly appreciated.
2. Enable and start the MCP Server
In Godot:
- open Project → Project Settings → Plugins
- enable Funplay MCP for Godot
- use the Funplay MCP dock on the right side
The server starts on http://127.0.0.1:8765/ by default.
If that port is already occupied, it automatically picks another free local port and saves it to user://funplay_mcp_settings.cfg.
Local MCP POST requests require the per-project auth token stored in user://funplay_mcp_settings.cfg; the dock writes it into generated stdio client configs automatically.
Authenticated clients can run high-impact editor tools, including execute_code; keep the server enabled only while working with trusted local clients and leave safety checks on unless you intentionally need to override them.
The dock also shows the installed addon version and includes a Check Updates action that opens the latest GitHub Release when a newer version is available.
Use the Language selector at the top of the dock to switch between English and Simplified Chinese. The choice is saved in user://funplay_mcp_settings.cfg and restored the next time the project opens.
3. Configure Your AI Client
Use the built-in One-Click MCP Configuration in the Funplay MCP dock first.
Select your target client, click Configure, and the addon writes the recommended MCP config entry for you.
Use Configure + Skills when you also want the addon to generate project-local skill files under res://.funplay/skills/ and an AGENTS.md bridge for AI clients that read repository instructions.
If Godot had to pick a different port, use the endpoint shown in the dock. If you prefer to edit config files manually, use the examples below as fallback references:
Claude Code / Claude Desktop
Cursor
VS Code
Codex
Optional stdio wrapper
Most clients can connect directly to the addon over HTTP. Integral JSON-RPC response IDs within Godot's signed 64-bit range are serialized as integers, preserving compatibility with clients that distinguish integers from floating-point numbers. IDs outside that range retain their existing representation. For clients or registries that prefer stdio packages, this repository also includes an npm-ready wrapper under stdio-wrapper/.
The wrapper limits each HTTP request, including its response body, to 60 seconds so a stalled request cannot block later messages indefinitely.
To install the published wrapper, use npm install -g [email protected] instead of npm link.
Example MCP client entry:
4. Verify the Connection
Open your AI client and try a few safe requests first:
- "Call
get_scene_infoand tell me what scene is open." - "Read
godot://project/contextand summarize the current editor state." - "Use
execute_codeto return the active scene name."
If those work, the MCP server, resources, and primary execution tool are connected correctly.
5. Start Building
Open your AI client and try: "Create a 2D HUD with health bar, score label, and pause button"
Before You Start
- This addon is Editor-only. It does not add runtime components to your exported game.
- The MCP server starts on
http://127.0.0.1:8765/by default. If the same project already owns that port, the dock attaches to it; otherwise it falls back to another free local port. - Local MCP server settings are stored in
user://funplay_mcp_settings.cfg. - The language selector localizes the Dock UI only; MCP tool names, protocol fields, and generated client configuration identifiers remain stable in English for compatibility.
- The addon defaults to the
coreMCP tool profile to reduce tool-list noise for AI clients. Switch tofullin the dock if you want the complete tool surface. - The dock includes a Tool Exposure panel for disabling individual tools within the active profile, plus optional debug logging and
execute_codesafety toggles. execute_codesafety checks are on by default for common process, filesystem, and project-setting mutations. A reviewed call can passsafety_checks=false.- Play-mode requests are deferred until after the MCP response is sent and repeated calls are idempotent. Projects configured for more than one run instance must pass
allow_multiple_instances=true; userestart_if_running=trueonly for an intentional restart, then inspectget_play_statefor the confirmed transition. - The dock can check GitHub Releases for newer addon versions and surface whether release zip, manifest, SHA256, and
server.jsonartifacts are present. - Focused MCP tools run directly. There is no extra approval toggle inside the addon.
- The built-in dock can copy or write recommended MCP config entries for Codex, Claude Code, Cursor, and VS Code.
Why This Project
execute_codeFirst — The addon is optimized around one high-flexibility GDScript execution tool for rich editor/runtime orchestration, now with default-on safety checks for risky snippets- Tool Exposure Control — Toggle individual tools from the Godot dock without editing addon code or restarting the project
- Dock Dashboard — See server state, tool exposure, runtime bridge heartbeat, release readiness, and project map actions inside Godot
- Bilingual Dock UI — Switch Dock controls, tooltips, and operational status between English and Simplified Chinese with a persisted per-project preference
- Project Skills — Generate project-local AI guidance files that capture the current endpoint, tool profile, project context, and recommended Funplay workflow
- Tool Catalog & Help — Query grouped tool catalogs, capability gates, workflow coverage, and task-specific guidance from MCP
- Project Map & Templates — Inspect scenes, scripts, functions, signals, usage links, a searchable browser graph, and dry-run script refactor plans
- Runtime Bridge — Optionally install a lightweight autoload for play-mode heartbeat, scene-tree snapshots, node queries, runtime screenshots, input injection, and event history
- Safe Play Mode Automation — Queue and confirm idempotent start/stop transitions, explicitly opt in to multi-instance runs, simulate input, inspect logs, and validate behavior from the same MCP session
- Project Context Built In — Exposes live resources for project state, active scene, selection, play state, script errors, logs, and MCP interaction history
- Focused by Default, Full When Needed —
coreexposes a compact high-signal toolset;fullexposes a broader editor automation surface - Single Godot Addon — No extra approval UI, no external Python daemon required for the Godot-side plugin itself
- Extensible — Add more Godot-specific tools, resources, prompts, and workflow helpers as the repo evolves
Highlights
- 129 Built-in Tools — Scene editing, PackedScene workflows, language-aware script tools, project maps, script refactor planning, project settings, asset import plans, input map, autoloads, runtime bridge, undo/redo, workflow guidance, files, project skills, play mode control, UI controls, animation, camera, performance, resources, prompts, and editor automation
- Resources & Prompts — Live project context, dashboard status, JSON and HTML project maps, release readiness, runtime scene-tree snapshots and event history, scene/selection/error resources, language-aware script diagnostics,
.NETproject resources when applicable, template resources, and reusable workflow prompts - Structured Results — JSON tool outputs and tool errors are mirrored into MCP
structuredContent, and node/resource summaries include sessioninstance_idvalues for follow-up calls - Input Simulation + View Capture — Drive play mode with action/key/mouse simulation and verify results with captured editor views
- One-Click Client Configuration — Generate MCP config entries for Codex, Claude Code, Cursor, and VS Code directly from the Godot dock
- Release + Registry Ready — GitHub Release artifacts are generated with manifests and SHA256 sums, Godot Asset Library packaging notes are included, the npm stdio wrapper is described by
server.json, and release readiness is exposed through MCP - UI/Control Tooling — Build CanvasLayer and Control hierarchies, set layouts, apply theme overrides, wire signals, and create HUDs through MCP
- Vendor Agnostic — Works with any AI client that supports MCP: Claude Code, Cursor, Windsurf, Codex, VS Code Copilot, etc.
Comparison With Unity MCP
The table below compares this repository with the public behavior and positioning of FunplayAI/funplay-unity-mcp.
MCP Capabilities
The current open-source package exposes four high-value capability layers:
- Tools — 129 total registered tools across scene editing, scripts, project maps, project configuration, asset import planning, input map, autoloads, runtime bridge, undo/redo, workflow guidance, files, project skills, UI, animation, camera, diagnostics, and automation. Script-related tools are filtered by detected project language and the dock's Tool Exposure settings.
- Primary execution —
execute_codefor rich editor/runtime orchestration, with default-on safety checks, optional object-style context helpers, logs, and change tracking metadata - Prompts — workflow prompts like
scene_review,feature_plan,runtime_debug,script_patch,ui_layout_plan,architecture_advice,performance_advice,network_template, andtemplate_generate - Resources — project context, dashboard status, project map JSON/HTML, scene summaries, selection state, logs, script errors, play state, runtime scene tree, runtime events, release readiness, project features, MCP interaction history, template catalog, and file templates
Built-in Tools
Funplay MCP for Godot currently ships with 129 registered tool functions across major workflow groups. The effective exported script tools are filtered by detected project language and per-tool exposure settings:
Repository Layout
addons/funplay_mcp/plugin.gd— Godot editor plugin entryaddons/funplay_mcp/core/— MCP server, tools, resources, prompts, settings, and config writersaddons/funplay_mcp/ui/— Godot dock UIstdio-wrapper/— npm stdio bridge for clients that cannot connect to HTTP MCP directlyserver.json— MCP Registry metadata for the stdio wrapperscripts/package_release.py— release artifact builder and package validatorscripts/run_godot_smoke.py— local Godot smoke runner for runtime bridge command validationscripts/godot_runtime_bridge_smoke.gd— headless Godot smoke script used by the runnerASSET_LIBRARY.md— Godot Asset Library packaging, submission, and update-safety notesCHANGELOG.md— user-facing changesCONTRIBUTING.md— contributor workflowRELEASE_CHECKLIST.md— release process
Contributing
See CONTRIBUTING.md.
License
This repository is licensed under MIT.
來源:README.md,提交 ec595d2
工具
0版本歷史
2- v0.10.1最新Oct 10, 2026
- v0.10.0Sep 16, 2026
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