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Godot Autopilot

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Godot-Autopilot is a server based on the MCP protocol that connects the AI ​​Agent to the Godot engine at the native engine API level. It grants the AI ​​Agent

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Описание

Godot-Autopilot is a server based on the MCP protocol that connects the AI ​​Agent to the Godot engine at the native engine API level. It grants the AI ​​Agent programmatic access to the entire Godot engine—scene tree operations, physical servers, rendering servers, audio, input simulation, script execution, etc.

README

An MCP Server for Godot Engine — AI-native engine control at the API level

中文版说明

Godot-Autopilot is an MCP (Model Context Protocol) server that bridges AI agents with the Godot game engine at the native engine API level. Unlike conventional tools that operate from a user-UI perspective (simulating clicks or editor operations), this project gives AI agents direct, programmatic access to Godot's entire engine surface — scene tree manipulation, physics servers, rendering servers, audio, navigation, input simulation, script execution, and more.

This is an in-process GDExtension plugin that loads directly into the Godot editor. No standalone bridge process needed — the MCP server starts when your project opens, and stops when it closes.

Architecture

MCP Host (Claude Desktop, Cursor, etc.)
  │ POST http://127.0.0.1:9527/mcp
  ▼
Godot Editor
  └── Godot-Autopilot (GDExtension)
      ├── mcp-cpp-sdk: HTTP server (internal threads)
      ├── mcp-cpp-sdk: McpServer + Streamable HTTP
      ├── Command Queue (HTTP thread → Godot main thread bridge)
      ├── ~343 MCP Tools across 23 categories (count varies by plugin version; see MCP search_tools)
      ├── Inline Documentation (offline engine docs)
      └── Custom Log Dock (dedicated plugin output panel)

Key Design Decisions

Decision Choice Rationale
Transport Streamable HTTP (POST /mcp) Standard MCP protocol, no bridge process
Thread Model Command queue + frame sync Safe Godot main-thread-only API access
Port 9527 Configurable via GODOT_AUTOPILOT_PORT env var
Discovery 3-Tier Progressive (Catalog→Inspect→Execute) Keeps context small with ~343 tools (count varies by plugin version)
Search BM25 keyword Tools organized by namespace + descriptions
Build CMake 3.28+ / C++17 Cross-platform, auto-optimized builds

Features

🎮 Full Engine Control (~343 Tools, count varies by plugin version; see MCP search_tools)

Category Tools Description
Render 49 Canvas items, cameras, lights, meshes, viewports, materials
Physics 47 2D/3D ray casts, body creation, force application, joints
Display 24 Window, viewport and screen properties
Editor 22 Selection, undo/redo, scene save, plugin management
Resources 21 Load, save, create, list resources
Audio 20 Bus management, stream playback, effects
Input 19 Key/mouse/gamepad simulation, action queries (includes InputMap)
OS 16 Operating system, environment and clipboard access
Debug 16 Performance monitors, profiling, diagnostics
Navigation 15 Nav mesh, path queries, agents
Config 13 Project settings, engine properties
Scene 12 Node creation, deletion, scene tree inspection (e.g. create_scene_node)
Scripts 10 Execute GDScript and C#, call methods on any node
Text 10 String manipulation, parsing and formatting
TileMap 7 Tile map creation, cell manipulation and queries
Debugger 7 Debugger session control and inspection
Game 7 Game loop control and engine-wide state
Properties 5 Get/set properties, list properties, signal connect (e.g. property_set)
Docs 4 Query offline Godot API docs
Group 3 Node group management and membership queries
SpriteFrames 3 Sprite frame set creation and animation management
System 1 Plugin-level system information
Capture 1 Editor viewport screenshot

📖 Inline API Documentation

Query Godot's built-in offline documentation directly through MCP tools. No web searches needed — every class, method, property, and signal is documented from the engine's own DocTools cache:

  • get_docs_class — Full class docs (description, methods, properties, signals)
  • find_docs_class — Search classes by name or keyword
  • get_docs_method — Method signature and description
  • get_docs_property — Property type and description

📋 MCP Resources

The server exposes engine state as readable MCP Resources:

godot://engine/version              — Engine version info
godot://scene/tree                  — Current scene node tree (JSON)
godot://scene/{path}                — Node properties by path
godot://filesystem/tree             — Project file system structure
godot://filesystem/{path}           — File/directory content
godot://editor/selection            — Current selection
godot://editor/settings/{key}       — Editor settings
godot://log/recent                  — Recent plugin log entries

📝 Dedicated Log Panel

A custom EditorDock bottom panel displays plugin-only logs (system, tools, transport, resources, prompts) with:

  • Level filtering (Debug / Info / Warning / Error)
  • Category filtering
  • Text search
  • Collapse duplicate messages
  • Theme-consistent styling (matches Godot editor theme)

Getting Started

Prerequisites

  • CMake 3.28+
  • C++17 compiler (Clang recommended, MSVC/GCC supported)
  • Godot 4.3+ with GDExtension support

Build

git clone https://github.com/jesspig/Godot-Autopilot.git
cd Godot-Autopilot

# Recommended: build + deploy to Example/addons/ in one step
uv run build.py             # Debug
uv run build.py --release   # Release (cleans first)

# Or manual CMake (presets: debug, release, both Ninja)
cmake --preset release && cmake --build --preset release

The built .dll / .so / .dylib will be in build/release/. build.py also generates the .gdextension file and copies artifacts to Example/addons/godot-autopilot/.

Install

Copy to your Godot project:

your-project/
└── addons/
    └── godot-autopilot/
        ├── godot-autopilot.dll      (or .so / .dylib)
        └── godot-autopilot.gdextension

Configure MCP Host

{
  "mcpServers": {
    "godot-engine": {
      "type": "streamable-http",
      "url": "http://127.0.0.1:9527/mcp"
    }
  }
}

Open your Godot project — the server starts automatically. The port displays in the editor status bar.

Technology Stack

Layer Technology
Engine Godot 4.x (GDExtension)
Bindings godot-cpp (FetchContent)
MCP Protocol modelcontextprotocol-cpp-sdk
HTTP / Async mcp-cpp-sdk (internal, self-hosted)
JSON mcp::JsonValue (SDK built-in)
Build CMake 3.28+ / C++17
Optimization Clang-first, ThinLTO, Ninja, sccache, Unity Build

Asset Attribution

The Example/ test project uses pixel art assets from Pixel Adventure 1 by Pixel Frog.

License

MIT

from github.com/jesspig/Godot-Autopilot

Установка Godot Autopilot

У этого сервера нет опубликованного пакета — он собирается из исходников. Открой репозиторий и следуй инструкции в README.

▸ github.com/jesspig/Godot-Autopilot

FAQ

Godot Autopilot MCP бесплатный?

Да, Godot Autopilot MCP бесплатный — установка в пару кликов через Unyly без оплаты.

Нужен ли API-ключ для Godot Autopilot?

Нет, Godot Autopilot работает без API-ключей и переменных окружения.

Godot Autopilot — hosted или self-hosted?

Self-hosted: сервер запускается локально на твоей машине командой из раздела установки.

Как установить Godot Autopilot в Claude Desktop, Claude Code или Cursor?

Открой Godot Autopilot на unyly.org, выбери вкладку своего клиента (Claude Desktop, Claude Code, Cursor) и нажми Install — конфиг сгенерируется автоматически, без правки JSON.

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