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Godot Rts

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Extended MCP server for Godot engine with RTS agentic testing, scene/script introspection and mutation, and live game screenshot capture.

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About

Extended MCP server for Godot engine with RTS agentic testing, scene/script introspection and mutation, and live game screenshot capture.

README

Extended MCP (Model Context Protocol) server for the Godot game engine, with RTS agentic testing, scene/script introspection & mutation, and live game screenshot capture.

Forked from Coding-Solo/godot-mcp.

Made with Godot MCP SDK

What this fork adds

On top of the original 14 godot-mcp tools, this fork ships 15 additional tools in three groups:

  • Test harness — agentic game testing (test_get_info, test_get_game_state, test_validate_scenario, test_check_entity, test_validate_paths, test_run_scenario, test_check_mlx)
  • Scene & script introspection / mutationget_scene_tree, remove_node, set_node_property, create_script, attach_script, list_scripts
  • Visual capturetake_screenshot (script-mode, standalone scenes) and test_take_screenshot (live game via TestController IPC, real scenes with autoloads)

Plus infrastructure improvements:

  • Upgraded to MCP SDK 1.x (from 0.6.0)
  • preflightProject() helper retrofit on the scene-op handlers (−150 LoC of validation boilerplate)
  • Dropped the unused axios dependency (npm audit clean)
  • End-to-end test suite (npm test) covering protocol handshake, all mutation tools, and live screenshot capture

Tool reference

All 29 tools at a glance:

Original Godot MCP tools (14)

Tool Purpose
launch_editor Open the Godot editor for a project
run_project Run a project in debug mode and capture output
get_debug_output Read stdout/stderr from the running project
stop_project Stop the running project
get_godot_version Print the installed Godot version
list_projects Find Godot projects in a directory
get_project_info Project metadata + counts of scenes/scripts/assets
create_scene Create a new .tscn with a chosen root node type
add_node Add a node to a scene
load_sprite Load a texture into a Sprite2D/Sprite3D/TextureRect
export_mesh_library Export a scene as a .res MeshLibrary
save_scene Save a scene (optionally to a new path)
get_uid Get the UID of a file (Godot 4.4+)
update_project_uids Resave resources to refresh UID references

Test harness tools (7)

Tool Purpose
test_get_info Test harness capabilities + project info
test_get_game_state Snapshot of autoloads, constants, config
test_validate_scenario Validate a scenario config before running it
test_check_entity Verify a unit/building/resource scene exists
test_validate_paths Validate all expected paths for a race
test_run_scenario Launch the game with --test-harness
test_check_mlx MLX local LLM health + Apple Silicon platform info

Scene & script tools (6, new in v0.3.0)

Tool Purpose
get_scene_tree Hierarchical JSON dump of a scene's nodes
remove_node Delete a node from a scene and save
set_node_property Bulk-set properties on an existing node
create_script Create a .gd file (custom content or extends template)
attach_script Attach an existing script to a node in a scene
list_scripts Recursively list .gd files in a project or subdir

Visual capture tools (2, new in v0.3.0)

Tool Purpose
take_screenshot Render a scene via --script and save PNG. Standalone scenes only — does not load autoloads.
test_take_screenshot Capture the currently running game via file-based IPC with TestController. Real game scenes with autoloads loaded.

Installation

git clone https://github.com/mikeumus/godot-mcp-rts.git
cd godot-mcp-rts
npm install      # also runs npm run build via the prepare hook

Configuration

Claude Code

Add to your MCP settings (.claude/settings.json or global settings):

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-mcp-rts/build/index.js"],
      "env": {
        "GODOT_PATH": "/Applications/Godot.app/Contents/MacOS/Godot"
      }
    }
  }
}

Cline / Cursor / other MCP clients

Same configuration format. The server speaks MCP over stdio.

Environment variables

  • GODOT_PATH — Path to the Godot executable. If unset, the server auto-detects common install locations on macOS / Windows / Linux.
  • DEBUG — Set to true for verbose stderr logging.

Usage examples

Inspect a scene

get_scene_tree(
  projectPath: "/path/to/game",
  scenePath: "maps/test_map.tscn",
  includeProperties: true
)

Returns nested JSON with name, type, path, script, children, and optionally properties.position / properties.visible for each node.

Create a script and attach it

create_script(
  projectPath: "/path/to/game",
  scriptPath: "scripts/my_unit.gd",
  extendsClass: "CharacterBody3D"
)

attach_script(
  projectPath: "/path/to/game",
  scenePath: "units/my_unit.tscn",
  nodePath: "MyUnit",
  scriptPath: "scripts/my_unit.gd"
)

Set node properties

set_node_property(
  projectPath: "/path/to/game",
  scenePath: "units/my_unit.tscn",
  nodePath: "MyUnit",
  properties: { visible: false, modulate.r: 0.5 }
)

Note: Property names are converted to snake_case before reaching Godot. Built-in Godot properties (position, rotation_degrees, etc.) are already snake_case so this is a no-op for them. Vector/Color values can't currently round-trip through JSON; pass scalar properties only.

Run a test scenario

test_run_scenario(
  projectPath: "/path/to/game",
  timeout: 30000
)

Launches the game with the --test-harness flag, capturing stdout for later inspection via get_debug_output.

Capture a live game screenshot

# 1. Start the game (must be running for IPC to work)
run_project(projectPath: "/path/to/game")

# 2. Wait a few seconds for it to render the first frame, then
test_take_screenshot(projectPath: "/path/to/game")
# → Screenshot saved to: /path/to/game/.mcp_screenshots/capture_<id>.png

# 3. Stop when done
stop_project()

TestController integration

For the test harness tools and test_take_screenshot to work, your Godot project needs to include the TestController autoload from tests/harness/test_controller.gd (or its parent-repo equivalent).

Setup

  1. Copy tests/harness/test_controller.gd into your project
  2. Register it as an autoload (Project Settings → AutoLoad)
  3. The controller activates when the game runs with --test-harness, --test-mode, or when the GODOT_MCP_TEST env var is set
  4. The screenshot polling code is independent of activation — it runs in any debug build so test_take_screenshot works even from a plain run_project invocation

Screenshot IPC architecture

test_take_screenshot uses a file-based IPC handshake instead of trying to capture from a headless --script subprocess (which can't load autoloads or the main scene):

MCP server                                       Running game
─────────────                                    ────────────
1. Write request.json     ──→   .mcp_screenshots/    ─→  TestController._process()
   { request_id, output_path? }                            polls every 6 frames

                                                        2. Detect request
                                                        3. get_viewport()
                                                            .get_texture()
                                                            .get_image()
                                                            .save_png(...)

4. Poll for response.json ←──   .mcp_screenshots/    ←─  Write response.json
   { request_id, status, absolute_path }                    Print TestController log

The polling is gated on OS.is_debug_build() so exported builds are unaffected. The polling interval is 6 frames (~10 Hz at 60 fps), which is fast enough to feel synchronous from the MCP side and slow enough to be free.

The IPC workspace lives at <projectPath>/.mcp_screenshots/. Add it to your .gitignore:

.mcp_screenshots/

Testing

This project has an end-to-end test suite that exercises a real Godot binary. There are no unit tests — the value of testing this server lives almost entirely in verifying that real godot --headless --script invocations round-trip correctly, so e2e is the right shape.

npm run build         # always build first

npm test              # smoke + mutations (~35s, no game window)
npm run test:smoke    # ~3s   protocol handshake + tool registration
npm run test:mutations # ~30s every scene/script tool against a sandbox project
npm run test:screenshot # ~15s INTRUSIVE: opens a game window, opt-in

The screenshot test is opt-in and gated behind the MCP_TEST_PROJECT_PATH env var:

MCP_TEST_PROJECT_PATH=/path/to/your/game npm run test:screenshot

It validates the full test_take_screenshot pipeline against a live game, including the TestController IPC handshake. See tests/e2e/README.md for the full breakdown.

Architecture

Claude Code / Cursor / etc.
       │
       │ MCP over stdio (SDK 1.x)
       ▼
godot-mcp-rts (Node/TypeScript)
       │
       ├──→ child_process → godot --headless --script godot_operations.gd <op> <json>
       │                    (most tools: scene mutation, script create, etc.)
       │
       ├──→ child_process → godot --headless --script test_operations.gd <op> <json>
       │                    (test harness tools: state snapshots, validation)
       │
       ├──→ child_process → godot <project> [--debug | --test-harness]
       │                    (run_project, test_run_scenario; long-running)
       │
       └──→ file-based IPC at <project>/.mcp_screenshots/request.json
                            (test_take_screenshot, polled by TestController)

Development

npm run build        # compile TypeScript, copy .gd scripts to build/
npm run watch        # tsc --watch
npm run inspector    # launch the MCP inspector UI against the built server
npm test             # run the e2e suite (see Testing above)

When adding a new tool, see CONTRIBUTING.md for the full checklist.

Project layout

godot-mcp-rts/
├── src/
│   ├── index.ts                      # MCP server, tool definitions, handlers
│   └── scripts/
│       ├── godot_operations.gd       # Headless GDScript dispatcher (file ops)
│       └── test_operations.gd        # Headless GDScript dispatcher (test harness)
├── tests/
│   └── e2e/
│       ├── _client.mjs               # JSON-RPC stdio client + tiny test runner
│       ├── smoke.mjs                 # Protocol + tool registration check
│       ├── mutations.mjs             # All scene/script tools, 20 assertions
│       ├── screenshot.mjs            # Live game capture via TestController IPC
│       └── README.md                 # How to run / extend the suite
├── scripts/
│   └── build.js                      # Post-tsc copy of .gd files into build/
├── build/                            # Compiled JS + copied scripts (gitignored)
├── README.md
├── CONTRIBUTING.md
├── LICENSE                           # MIT
├── package.json
└── tsconfig.json

License

MIT — see LICENSE.

Credits

  • Original godot-mcp by Coding-Solo
  • RTS testing extension and v0.3.0 tool additions by the As Above, So Below team

from github.com/mikeumus/godot-mcp-rts

Install Godot Rts in Claude Desktop, Claude Code & Cursor

Recommended · one command, every IDE
unyly install godot-mcp-rts

Installs into Claude Desktop, Claude Code, Cursor & VS Code — handles npx, uvx and build-from-source repos for you.

First time? Get the CLI: curl -fsSL https://unyly.org/install | sh

Or configure manually

Run in your terminal:

claude mcp add godot-mcp-rts -- npx -y github:mikeumus/godot-mcp-rts

FAQ

Is Godot Rts MCP free?

Yes, Godot Rts MCP is free — one-click install via Unyly at no cost.

Does Godot Rts need an API key?

No, Godot Rts runs without API keys or environment variables.

Is Godot Rts hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install Godot Rts in Claude Desktop, Claude Code or Cursor?

Open Godot Rts on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

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