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A TypeScript MCP server that lets AI assistants interact with the Godot 4.x game engine: not just editing files, but playing the game.
A TypeScript MCP server that lets AI assistants interact with the Godot 4.x game engine: not just editing files, but playing the game.
npm version npm downloads License: MIT Node.js
An MCP server that gives AI assistants direct access to a running Godot 4.x game. Not just file editing, not just scene manipulation. Actual runtime control: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.
When you run a project through this server, it injects a lightweight UDP bridge as an autoload, and suddenly the AI can interact with your game the same way a player would: press keys, click buttons, read what's on screen, and run arbitrary code against the live scene tree.
The distinction matters: the AI doesn't just write your game, it can check its work.
No addon required. Most Godot MCP servers that offer runtime support ship as a Godot addon — something you install into your project, commit to version control, and manage as a dependency. This server does none of that. The bridge script is injected on run_project or attach_project, then removed on stop_project or detach_project. Your project files are left exactly as they were. All you need is Node.js and a Godot executable, no addon installation, no project modifications, no cleanup.
Think of it as Playwright MCP, but for Godot. Playwright lets agents verify that a web app actually works by driving a real browser. This does the same thing for games: run the project, take a screenshot, simulate input, read what's on screen, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.
This is not a playtesting replacement. It doesn't catch the subtle feel issues that only a human notices, and it won't tell you if your game is fun. What it does is let an agent confirm that a scene loads, a button responds, a value updated, a script ran without errors. That's a fundamentally different development workflow, and it's what this server is built for.
Every operation is its own tool with only its relevant parameters, no operation discriminators, no conditional schemas. Each tool teaches agents how to use it through its description and response messages: what to call next, when to wait, and how to recover from errors.
Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, manage UIDs, validate GDScript. All the standard operations, no editor window required.
Runtime bridge. When run_project or attach_project is called, the server injects McpBridge as an autoload. This opens a UDP channel on port 9900 (localhost only) and enables:
Background mode. Pass background: true to run_project and the Godot window moves off-screen with physical input blocked: borderless, unfocusable, mouse-passthrough. Programmatic input, screenshots, and all runtime tools work exactly the same. Useful for automated agent-driven testing where the window shouldn't be visible or interactive.
Manual attach mode. When something other than MCP launches the game (a CI pipeline, an external debugger, your own shell), call attach_project first. It injects the bridge and marks the project active without spawning Godot, so when you launch the game manually, runtime tools work against it. The tradeoff: get_debug_output is unavailable in attached mode because stdout and stderr only flow through processes MCP started itself. Use detach_project when done.
The bridge cleans itself up automatically when stop_project or detach_project is called. No leftover autoloads, no modified project files.
That's it. No Godot addon, no project modifications.
Add the following to your MCP client config. Works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.
Zero-install via npx (recommended):
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-runtime"],
"env": {
"GODOT_PATH": "<path-to-godot-executable>"
}
}
}
}
Or install globally:
npm install -g godot-mcp-runtime
{
"mcpServers": {
"godot": {
"command": "godot-mcp-runtime",
"env": {
"GODOT_PATH": "<path-to-godot-executable>"
}
}
}
}
Or clone from source:
git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["<path-to>/godot-mcp-runtime/dist/index.js"],
"env": {
"GODOT_PATH": "<path-to-godot-executable>"
}
}
}
}
If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it. Set "DEBUG": "true" in env for verbose logging.
Ask your AI assistant to call get_project_info. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working.
| Tool | Description |
|---|---|
launch_editor |
Open the Godot editor GUI for a project |
run_project |
Run a project in debug mode and inject the MCP bridge. Pass background: true to hide the window |
attach_project |
Inject the MCP bridge for a project you'll launch yourself |
detach_project |
Remove the injected bridge after manual-launch use, leaving the external process alone |
stop_project |
Stop the running project and remove the bridge (also detaches attached-mode state) |
get_debug_output |
Read stdout/stderr from an MCP-spawned project (unavailable in attached mode) |
list_projects |
Find Godot projects in a directory |
get_project_info |
Get project metadata and Godot version |
run_project or attach_project first)After run_project, or after attach_project plus launching Godot manually, wait 2-3 seconds for the bridge to initialize before using these tools.
| Tool | Description |
|---|---|
take_screenshot |
Capture a PNG of the running viewport |
simulate_input |
Send batched input: key, mouse, click_element, action, wait |
get_ui_elements |
Get all visible Control nodes with positions, types, and text |
run_script |
Execute arbitrary GDScript at runtime with full SceneTree access |
All mutation operations save automatically. Use save_scene only for save-as (newPath) or to re-canonicalize a .tscn file.
| Tool | Description |
|---|---|
create_scene |
Create a new scene file |
add_node |
Add a node to an existing scene (supports promoted spatial params) |
load_sprite |
Set a texture on a Sprite2D, Sprite3D, or TextureRect |
save_scene |
Re-pack and save the scene, or save-as with newPath |
export_mesh_library |
Export scenes as a MeshLibrary for GridMap |
batch_scene_operations |
Run multiple add_node/load_sprite/save ops in a single Godot process |
All mutation operations save automatically.
| Tool | Description |
|---|---|
get_scene_tree |
Get the full scene tree hierarchy (use maxDepth: 1 for shallow listing) |
get_node_properties |
Read properties from a node |
batch_get_node_properties |
Read properties from multiple nodes in one process |
set_node_property |
Set a property on a node |
batch_set_node_properties |
Set multiple properties in one process |
attach_script |
Attach a GDScript to a node |
duplicate_node |
Duplicate a node within the scene |
delete_node |
Remove a node from the scene |
get_node_signals |
List all signals on a node with their connections |
connect_signal |
Connect a signal to a method on another node |
disconnect_signal |
Disconnect a signal connection |
These tools edit project.godot directly or read the filesystem. Safe to use even when autoloads are broken.
| Tool | Description |
|---|---|
list_autoloads |
List all registered autoloads with paths and singleton status |
add_autoload |
Register a new autoload |
remove_autoload |
Unregister an autoload by name |
update_autoload |
Modify an existing autoload's path or singleton flag |
get_project_settings |
Read settings from project.godot by section and key |
get_project_files |
Get the project file tree with types and extensions |
search_project |
Search for a string across project source files |
get_scene_dependencies |
List all resources a scene depends on |
validateValidate before attaching or running. Catches syntax errors and missing resource references before they cause headless crashes or runtime failures. Supports scriptPath, source (inline GDScript), scenePath, or a targets array for batch validation.
manage_uids (Godot 4.4+)| Operation | Description |
|---|---|
get |
Get a resource's UID |
update |
Resave all resources to update UID references |
src/
├── index.ts # MCP server entry point, routes tool calls
├── tools/
│ ├── project-tools.ts # Project, runtime, autoload, filesystem, search, settings
│ ├── scene-tools.ts # Scene creation, node addition, sprite loading, batch ops, UIDs
│ ├── node-tools.ts # Node properties, scripts, tree, duplication, signals
│ └── validate-tools.ts # GDScript and scene validation
├── scripts/
│ ├── godot_operations.gd # Headless GDScript operations
│ └── mcp_bridge.gd # UDP autoload for runtime communication
└── utils/
└── godot-runner.ts # Process spawning, output parsing, shared validation helpers
Headless operations spawn Godot with --headless --script godot_operations.gd, perform the operation, and return JSON. Runtime operations communicate over UDP with the injected McpBridge autoload.
When run_project or attach_project is called:
mcp_bridge.gd is copied into the project directoryproject.godot127.0.0.1:9900. With run_project, MCP spawns the process; with attach_project, you launch it yourself.stop_project or detach_project removes the bridge script and autoload entryFiles generated during runtime (screenshots, executed scripts) are stored in .mcp/ inside the project directory. This directory is automatically added to .gitignore and has a .gdignore so Godot won't import it.
If any registered autoload fails to initialize (syntax error, missing resource, display dependency), Godot's headless process will crash before any operation runs. Use list_autoloads and remove_autoload to inspect and remove the failing autoload. These tools edit project.godot directly, with no Godot process involved.
Built on the foundation laid by Coding-Solo/godot-mcp for headless Godot operations.
Developed with Claude Code.
Добавь это в claude_desktop_config.json и перезапусти Claude Desktop.
{
"mcpServers": {
"godot-runtime-mcp": {
"command": "npx",
"args": []
}
}
}