Godot MCP Server

Godot MCP Server

Connects Claude directly to Godot 4 projects to read and manipulate scenes, nodes, scripts, and assets within the editor. It enables real-time scene tree management, script editing, and resource configuration through a local Node.js bridge and GDScript plugin.

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README

Godot MCP Server

Connect Claude to your Godot 4 project. Claude can read and manipulate scenes, nodes, scripts, and assets directly in your editor.


Architecture

Claude (claude.ai)
    │  MCP (stdio)
    ▼
godot-mcp-server  (Node.js, runs locally)
    │  HTTP  localhost:9080
    ▼
MCP Bridge Plugin  (GDScript, runs inside Godot editor)
    │
    ▼
Godot Editor

Setup

1. Install the MCP Server

cd godot-mcp-server
npm install
npm run build

2. Install the Godot Plugin

Copy the godot-plugin/addons/mcp_bridge folder into your Godot project's addons/ directory:

your-godot-project/
└── addons/
    └── mcp_bridge/
        ├── plugin.cfg
        ├── mcp_bridge.gd
        └── mcp_http_server.gd

Then in Godot: Project → Project Settings → Plugins → enable MCP Bridge.

You should see: [MCP Bridge] Listening on http://127.0.0.1:9080 in the Output panel.

3. Configure Claude

Add to your Claude MCP config (claude_desktop_config.json or equivalent):

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-mcp-server/dist/index.js"],
      "env": {
        "GODOT_PORT": "9080"
      }
    }
  }
}

Environment Variables

Variable Default Description
GODOT_HOST 127.0.0.1 Host where Godot is running
GODOT_PORT 9080 Port the MCP Bridge plugin listens on

Available Tools

Scene Tools

Tool Description
godot_list_scenes List all open scenes
godot_get_scene_tree Get full node hierarchy
godot_get_node Get all properties of a specific node
godot_add_node Add a new node to a scene
godot_remove_node Remove a node and its children
godot_set_node_property Set one or more properties on a node
godot_reparent_node Move a node to a new parent
godot_instantiate_scene Add a .tscn as an instance in a scene
godot_save_scene Save the current scene to disk

Script Tools

Tool Description
godot_read_script Read a .gd file
godot_write_script Write/create a .gd file
godot_run_script Execute a GDScript expression in the editor

Asset / Filesystem Tools

Tool Description
godot_list_files List files in the project
godot_get_resource Get metadata about a resource
godot_assign_resource Assign a resource to a node property
godot_create_scene Create a new empty .tscn file

Example Prompts

Once connected, you can ask Claude things like:

  • "Show me the scene tree of the current scene"
  • "Add a Sprite2D called PlayerSprite as a child of /root/Main/Player"
  • "Set the position of the Enemy node to (400, 300)"
  • "Instantiate res://enemies/goblin.tscn under /root/Level at position (200, 150)"
  • "List all .tscn files in the project"
  • "Read the player.gd script"
  • "Create a new scene at res://levels/level2.tscn with a Node2D root"

Notes

  • The MCP Bridge plugin must be active and Godot must be open for any tools to work.
  • godot_run_script executes arbitrary GDScript — use with care.
  • Scene edits are live in the editor but not saved automatically. Use godot_save_scene to persist changes.
  • The plugin binds to 127.0.0.1 only (no external access).

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