
Godot MCP
io.github.satelliteoflove由 GitHub 帳號 satelliteoflove 發布v4.1.11更新於 Oct 25, 2026
Agent-driven Godot playtesting: editor control, input injection, game-time stepping, live state.
概覽
一個本機 MCP 伺服器,讓 AI 助理控制 Godot 編輯器與執行中的遊戲,用於自動化試玩與驗證。
- 可以做什麼
- 在編輯器中開啟、儲存與檢視場景、節點、資源、動畫、TileMap 與 GridMap 儲存格以及 3D 變換,並在支援範圍內修改屬性、軌道與儲存格。讀取編輯器狀態、選取項目、截圖與錯誤記錄,並執行、停止或重新啟動遊戲、控制 2D 視埠。對執行中的遊戲注入輸入:具類比強度的具名動作、手把按鍵與搖桿、原始按鍵、滑鼠視角與文字輸入。凍結、步進遊戲時鐘或步進到條件成立,並以 JSON 讀取即時實體狀態、監看視窗與訊號時間軸。在執行中的遊戲裡執行 GDScript 以建立測試情境,取得效能快照與逐格時間序列,驗證程序化網格,並取得與編輯器版本相符的 Godot 文件。
- 適用情境
- 適合希望助理自行測試 Godot 4.5+ 專案的情境:重現缺陷、像玩家一樣操作遊戲、確認變更確實生效,或分析畫面卡頓,而不必來回傳送截圖與記錄。
- 執行需求
- 透過 npx 在本機執行,需要 Node.js 20+,以及 Godot 4.5+ 並在專案中安裝並啟用隨附外掛。伺服器透過本機 WebSocket(預設埠 6550,綁定 127.0.0.1)連線編輯器外掛;GODOT_HOST 可為 WSL2 或遠端環境覆寫主機位址。任何支援 stdio 的 MCP 用戶端皆可使用。
安裝
在 SourceWeft 中
- 開啟 儀表板中的 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
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:
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:
2. Install the Godot addon
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.
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
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
- Installation Guide — MCP client configs for Claude Desktop, Claude Code, VSCode/Copilot, and more
- Migrating to v4 — renamed tools, removed actions, allowlist updates
- Troubleshooting — connection checklist, CLI smoke test, common fixes
- Claude Code Setup Guide — CLAUDE.md template for Godot projects
- Runtime State Guide — expose game state to agents via
mcp_watchand_mcp_state() - Tools Reference — all 21 tools with full API docs
- Architecture Guide — how the server, addon, and game bridge fit together
- Contributing — dev setup, adding tools, release process
- Changelog — release history
Requirements
- Godot 4.5+ (the addon uses the Logger class introduced in 4.5)
- Node.js 20+
- Any MCP client that speaks stdio
Development
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
來源:README.md,提交 c732865
工具
0版本歷史
1- v4.1.11最新Sep 16, 2026
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