godot-mcp
A safe, standards-compliant Model Context Protocol server for the Godot Engine editor. It lets an AI client read a Godot project, author scenes/nodes/scripts, run the game and read diagnostics.
README
Godot MCP
A safe, standards-compliant Model Context Protocol server for the Godot Engine editor. It lets an AI client (Claude, etc.) read a Godot project, author scenes/nodes/scripts, run the game and read diagnostics — through a transactional, permission-controlled kernel that maps every operation onto real Godot editor APIs (EditorInterface, EditorFileSystem, EditorUndoRedoManager, ProjectSettings, ResourceLoader/Saver).
This project is a Godot reimplementation of the cocos-mcp design: the same layered architecture (contracts → core/execution kernel → adapter → editor), the same safety model (typed I/O schemas, dry-run, optimistic revision, permission tiers, audit), adapted to Godot's object model.
MCP client (Claude …)
│ stdio (JSON-RPC)
@godot-mcp/mcp-server ── ExecutionKernel ── ToolRegistry ── Policy
│ newline-delimited JSON-RPC over TCP (127.0.0.1:6040)
addons/godot_mcp (GDScript EditorPlugin)
└─ EditorInterface / EditorFileSystem / EditorUndoRedoManager
Why this shape
- Faithful to the editor. Every tool resolves to a real Godot API in the addon. No hand-editing of
.tscn/.import/.godotinternals. - Godot's addressing, not Cocos's. Nodes are addressed by NodePath (scene-relative, e.g.
/Player/Sprite); resources/scripts/scenes by res:// paths. There are no UUIDs to keep in sync. - Safe by default.
read/writeon,destructive/buildoff. Writes are serial, undoable, dry-run-able, revision-checked and audited. - Stable, machine-readable results. Tools never return ad-hoc
{ success: false }; failures carry a stableerror.code.
Repository layout
packages/
contracts/ Zod schemas, domain types, the GodotAdapter contract
core/ ToolRegistry, ExecutionKernel, PolicyEngine, operations, audit, tools
godot-adapter/ TCP JSON-RPC bridge + GodotAdapter implementation
testkit/ In-memory Godot adapter for tests
apps/
mcp-server/ Standalone stdio MCP server CLI
godot-editor-addon/ GDScript EditorPlugin (addons/godot_mcp)
docs/ ARCHITECTURE, GODOT_INTEGRATION, TOOL_SPECIFICATION
Quickstart
1. Build the server
pnpm install
pnpm build # -> dist/mcp-server/index.js
pnpm test # unit/integration tests
Requires Node.js ≥ 20.19.
2. Install the editor addon
Copy apps/godot-editor-addon/addons/godot_mcp into your Godot 4 project:
<your-project>/addons/godot_mcp/ (plugin.cfg, plugin.gd, bridge.gd, rpc_handler.gd)
In Godot: Project → Project Settings → Plugins → enable "Godot MCP". On enable the plugin starts a TCP bridge on 127.0.0.1:6040 (printed to the editor output). Restart it any time via Godot MCP: Restart server in the tool menu.
Targets Godot 4.2+ (tested profile: 4.3). The addon only uses public, stable editor APIs.
3. Connect your AI client
Add the server to your MCP client config. For Claude Code / Claude Desktop:
{
"mcpServers": {
"godot-mcp": {
"command": "node",
"args": ["<repo>/dist/mcp-server/index.js"],
// optional:
// "env": { "GODOT_MCP_ADDON_URL": "tcp://127.0.0.1:6040" } // default
},
},
}
CLI flags: --addon-url tcp://host:port, --profile readonly|standard|trusted.
4. Use it
Ask the model: "What's in the current scene?" → it calls system_status, then node_query/node_get. "Add a Player node with a Sprite2D child and a script" → it dry-runs scene_build, then applies it. "Run the game and tell me if there are errors" → run_start (needs the trusted profile), then logs_query.
Tools (25)
| Domain | Tools |
|---|---|
| System / project | system_status, project_get |
| Scene | scene_list, scene_get, scene_open, scene_save, scene_create, scene_build |
| Node / property | node_query, node_get, node_create, node_update, node_reparent, node_duplicate, node_delete, property_set |
| Script | script_read, script_write |
| Asset | asset_query |
| Selection | selection_get, selection_set |
| Run | run_status, run_start, run_stop |
| Logs | logs_query |
Read tools are read tier. Writes are write tier and support dryRun, expectedRevision and idempotencyKey. node_delete is destructive; run_start/run_stop are build (both off by default).
Full per-tool schemas and semantics: docs/TOOL_SPECIFICATION.md.
Permission profiles
| Profile | Grants | Notes |
|---|---|---|
readonly |
read only | Safe to share |
standard (default) |
read + write | Author scenes/scripts |
trusted |
read + write + destructive + build | Run game, delete nodes |
deny always wins; confirm returns CONFIRMATION_REQUIRED. Permissions are server-enforced on every call, independent of what the client advertised.
Development
pnpm typecheck # tsc --noEmit across the workspace
pnpm test # vitest
pnpm lint # eslint
pnpm format # prettier
pnpm verify # format:check + lint + typecheck + test + build
Status & limitations (v1)
- Godot 4.2+ only. Godot 3 is not supported.
- Loopback only. The bridge binds
127.0.0.1; do not expose it. - Logs are the editor-side buffer. v1 does not capture the running game's stdout;
logs_queryreturns the addon's own ring buffer. Use the editor Output panel for full runtime logs. - Cross-call undo. Each write RPC records its own
EditorUndoRedoManageraction, so Ctrl+Z works in the editor. A write that fails mid-flight is reportedfailed_dirty— undo it manually rather than retried blindly. - No arbitrary code execution. There is no
eval/execute-scripttool.script_writewrites.gdfiles underres://only.
License
MIT.
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