Godot AI

Godot AI

Connects MCP clients directly to a live Godot editor, enabling AI assistants to build scenes, edit nodes, and control the editor through over 120 operations.

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README

<p align="center"> <img src="docs/hero.png" alt="Godot AI — The wait is over" width="700"> </p>

Godot AI

CI codecov Godot Asset Library Discord

Connect MCP clients directly to a live Godot editor via the Model Context Protocol. Over 120 ops across ~39 MCP tools (full list) let AI assistants (Claude Code, Codex, Antigravity, etc.) build scenes, edit nodes and scripts, wire signals, and configure UI, materials, animations, particles, cameras, and environments.

🎉 Now on the Godot Asset Library and the new Godot Asset Store — one-click install from Godot's AssetLib tab. You'll still need uv for the Python server (see Quick Start).

<img src="docs/images/assetlib.png" alt="Godot AI on the Godot Asset Library" width="312">

💬 Join the Discord — questions, showcases, and contributor chat.


<p align="center"> <img src="docs/images/huddemo.gif" alt="Cyberpunk HUD demo" width="800"><br> <em>UI demo built in ~2 hours with zero coding, zero image gen, all programmatically drawn by Godot AI — <a href="https://github.com/hi-godot/cyberpunk-hud-demo">source</a></em> </p>


Quick Start

Prerequisites

  • Godot 4.3+ (4.4+ recommended)
  • uv (for the Python server):
    • macOS / Linux: curl -LsSf https://astral.sh/uv/install.sh | sh
    • Windows (PowerShell): powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"
    • Other options: uv install docs
  • An MCP client (Claude Code | Codex | Antigravity)

1. Install the plugin

Recommended — install from source (always the latest):

git clone https://github.com/hi-godot/godot-ai.git
cp -r godot-ai/plugin/addons/godot_ai your-project/addons/

Or download the latest release ZIP and extract addons/godot_ai into your project's addons/ folder.

<details> <summary>Or via the Godot Asset Library</summary>

In Godot, open the AssetLib tab, search for Godot AI, click Download, then Install. Note: Asset Library updates lag behind GitHub, so this version may not be the most recent.

🚨 If installing from the Asset Library, most issues can be resolved by disabling and re-enabling the plugin in Project > Project Settings > Plugins.

</details>

2. Enable the plugin

In Godot: Project > Project Settings > Plugins — enable Godot AI.

The plugin will automatically start the MCP server, connect over WebSocket, and show status in the Godot AI dock.

<p align="center"><img src="docs/images/dock.png" alt="Godot AI dock — Clients & Tools button highlighted" width="350"></p>

3. Connect your MCP client

The dock lists every supported client with a status dot and per-row Configure / Remove buttons, or press Configure all. Auto-configure covers:

  • Claude Code, Claude Desktop, Antigravity

<details> <summary><strong>…and 16+ more clients</strong></summary>

Codex, Cursor, Windsurf, VS Code, VS Code Insiders, Zed, Gemini CLI, Cline, Kilo Code, Roo Code, Kiro, Trae, Cherry Studio, OpenCode, Qwen Code, Kimi Code.

</details>

Server URL is always http://127.0.0.1:8000/mcp. If auto-configure can't find a CLI, each dock row exposes a Run this manually panel with a copyable snippet.

4. Try it

  • "Show me the current scene hierarchy."
  • "Create a Camera3D named MainCamera under /Main."
  • "Search the project for PackedScene files in ui/."
  • "Run the scene test suite."
  • "Build a voxel block-world game with a player, blocks to place and destroy, and save slots."

<p align="center"> <img src="docs/images/blockarena.gif" alt="Block-world game scene built from MCP tool calls — voxel terrain, player, and UI" width="640"> </p> <p align="center"><em>Demo gamelet with sophisticated save system built from a handful of Godot AI MCP prompts. Code and Godot project <a href="https://github.com/dsarno/save-system-godot-claude">available free here</a>.</em></p>


Tools and resources: see docs/TOOLS.md for the full list of 120+ MCP tools and resources, grouped by domain.

<details> <summary><strong>Manual Client Configuration</strong></summary>

Claude Code

claude mcp add --scope user --transport http godot-ai http://127.0.0.1:8000/mcp

Codex (~/.codex/config.toml)

[mcp_servers."godot-ai"]
url = "http://127.0.0.1:8000/mcp"
enabled = true

Antigravity (~/.gemini/antigravity/mcp_config.json)

{
  "mcpServers": {
    "godot-ai": {
      "serverUrl": "http://127.0.0.1:8000/mcp",
      "disabled": false
    }
  }
}

</details>

<details> <summary><strong>How It Works</strong></summary>

MCP Client
   | HTTP (/mcp)
   v
Python Server (FastMCP)      port 8000
   | WebSocket               port 9500
   v
Godot Editor Plugin
   | EditorInterface + SceneTree APIs
   v
Godot Editor

The plugin starts or reuses the Python server, connects over WebSocket, and exposes editor capabilities as MCP tools and resources over HTTP.

</details>

<details> <summary><strong>Windows: <code>uvx mcp-proxy</code> won't start (<code>pywin32</code> install fails)</strong></summary>

Symptom (in your MCP client's server log):

error: Failed to install: pywin32-311-cp313-cp313-win_amd64.whl (pywin32==311)
  Caused by: failed to remove directory `C:\Users\<you>\AppData\Local\uv\cache\builds-v0\.tmpXXXXXX\Lib\site-packages\pywin32-311.data`: ... os error 32

Cause: uv hard-links shared .pyd files (notably pydantic_core/_pydantic_core.cp313-win_amd64.pyd) from archive-v0\ into each new builds-v0\.tmpXXXXXX\ build venv. The running godot-ai Python process has the same .pyd mapped via LoadLibrary — and because hard links share the inode, Windows refuses to delete it under any path until every process unmaps it. uv's post-install cleanup of the build venv then dies on a stale lock; the misleading pywin32 mention is just the last package in the resolution order, not the actual lock holder.

Mitigation in this plugin:

  1. _stop_server and force_restart_server both call McpUvCacheCleanup.purge_stale_builds() immediately after killing the server children, while the .pyd is briefly unmapped. See plugin/addons/godot_ai/utils/uv_cache_cleanup.gd.
  2. Auto-configure now writes UV_LINK_MODE=copy into the bridged entry's env block for every uvx-bridge client (Claude Desktop, Zed), telling uv to copy shared C extensions instead of hard-linking them. That removes the reverse race where an MCP client spawns uvx mcp-proxy while a server child still holds the .pyd. Existing entries written by older plugin versions surface in the dock as drift (amber banner) so a single Configure click rewrites them with the env pin.

The shape client_configure writes for Claude Desktop is now:

{
  "mcpServers": {
    "godot-ai": {
      "command": "uvx",
      "args": ["mcp-proxy==0.11.0", "--transport", "streamablehttp", "http://127.0.0.1:8000/mcp"],
      "env": { "UV_LINK_MODE": "copy" }
    }
  }
}

If you've already hit the lock on an older config, click Configure on the affected uvx-bridge client (Claude Desktop or Zed) in the godot-ai dock to rewrite the entry with the env pin, then quit and reopen that client. If the lock persists (rare — pre-existing orphans the cache sweeper couldn't reach), kill stray python.exe children whose command line contains spawn_main(parent_pid=...) and delete %LOCALAPPDATA%\uv\cache\builds-v0\.tmp* manually before retrying.

</details>

<details> <summary><strong>Contributing</strong></summary>

See CONTRIBUTING.md for development setup, testing, and PR guidelines.

Windows contributors: run .\script\setup-dev.ps1 in PowerShell. It builds test_project\addons\godot_ai as a directory junction — no admin rights and no Windows Developer Mode required.

</details>

<details> <summary><strong>Telemetry & Privacy</strong></summary>

Godot AI ships anonymous, privacy-focused telemetry (no code, no scene contents, no project or file names, no personal data). Project-directory slugs are sha256-hashed before any event leaves your machine; only an anonymous installation UUID, the tool/event name, success/duration, and platform/version fields are sent.

Opt out by setting either environment variable to true:

export GODOT_AI_DISABLE_TELEMETRY=true
# or the cross-tool convention
export DISABLE_TELEMETRY=true

Opt-out is fully side-effect-free — no UUID generated, no worker thread, no files written.

Full details (what's collected, where data lives, how to self-host the endpoint): docs/TELEMETRY.md.

</details>


Star History

<a href="https://star-history.com/#hi-godot/godot-ai&Date"> <img src="https://api.star-history.com/svg?repos=hi-godot/godot-ai&type=Date" alt="Star History Chart" width="700"> </a>


License: MIT | Issues: GitHub

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