godot-runtime-mcp

godot-runtime-mcp

A TypeScript MCP server that lets AI assistants interact with the Godot 4.x game engine: not just editing files, but playing the game.

Category
访问服务器

README

Godot Runtime MCP Server

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, but actual runtime control: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.

Most Godot MCP servers operate headlessly. They can create scenes, add nodes, attach scripts, and that covers a lot of ground. But they stop at the editor boundary. This one doesn't. 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. It presses keys, clicks buttons, reads what's on screen, and runs arbitrary code against the live scene tree.

The distinction matters: the AI doesn't just write your game, it can test it.

<a href="https://glama.ai/mcp/servers/@Erodenn/godot-runtime-mcp"> <img width="380" height="200" src="https://glama.ai/mcp/servers/@Erodenn/godot-runtime-mcp/badge" alt="Godot Runtime MCP Server on Glama" /> </a>

What It Does

Headless editing: Create scenes, add nodes, set properties, attach scripts, manage UIDs. All the standard operations you'd expect, no editor window required.

Runtime bridge: When run_project is called, the server injects McpBridge as an autoload. This opens a UDP channel on port 9900 and enables:

  • Screenshots: Capture the viewport at any point during gameplay
  • Input simulation: Batched sequences of key presses, mouse clicks and movement, UI element clicks by name or path, Godot action presses, and timed waits
  • UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
  • Live script execution: Compile and execute arbitrary GDScript with full SceneTree access while the game is running

The bridge cleans itself up automatically when stop_project is called. No leftover autoloads, no modified project files.

Quick Start

Prerequisites

Install via npm

npm install -g godot-mcp-runtime

Or clone from source

git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build

Configure Your MCP Client

Add the following to your MCP client config. This works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.

If installed via npm:

{
  "mcpServers": {
    "godot": {
      "command": "godot-mcp-runtime",
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

If cloned from source:

{
  "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.

Verify

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.

Tools

Project

Tool Description
launch_editor Open the Godot editor for a project
run_project Run a project and inject the MCP bridge
stop_project Stop the running project and clean up the bridge
get_debug_output Read stdout/stderr from the running project
list_projects Find Godot projects in a directory
get_project_info Get project metadata, or just the Godot version if no project path is given

Runtime (requires run_project first)

Tool Description
take_screenshot Capture a PNG of the running viewport
simulate_input Batched input: key, mouse_button, mouse_motion, click_element, action, wait
get_ui_elements Get visible Control nodes with positions, types, and text
run_script Execute GDScript at runtime with full SceneTree access

Scene: manage_scene

Operation Description
create Create a new scene file
add_node Add a node to an existing scene
load_sprite Set a texture on a Sprite2D, Sprite3D, or TextureRect
save Save a scene, or save-as with newPath
export_mesh_library Export scenes as a MeshLibrary for GridMap

UIDs: manage_uids (Godot 4.4+)

Operation Description
get Get a resource's UID
update Resave all resources to update UID references

Node: manage_node

Operation Description
delete Remove a node from a scene
update_property Set a property on a node
get_properties Read node properties
attach_script Attach a GDScript to a node
list List child nodes
get_tree Get the full scene tree hierarchy

Architecture

src/
├── index.ts                # MCP server entry point, routes tool calls
├── tools/
│   ├── project-tools.ts    # Project and runtime tool handlers
│   ├── scene-tools.ts      # Scene operations
│   └── node-tools.ts       # Node operations
├── scripts/
│   ├── godot_operations.gd # Headless GDScript operations
│   └── mcp_bridge.gd       # UDP autoload for runtime communication
└── utils/
    └── godot-runner.ts     # Process spawning, output parsing

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 in the running game.

How the Bridge Works

When run_project is called:

  1. mcp_bridge.gd is copied into the project directory
  2. It's registered as an autoload in project.godot
  3. The project launches with the bridge listening on UDP port 9900
  4. Runtime tools send JSON commands to the bridge and await responses
  5. When stop_project is called, the autoload entry and bridge script are removed

Files 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.

Acknowledgments

Built on the foundation laid by Coding-Solo/godot-mcp for headless Godot operations.

Developed with Claude Code.

License

MIT

推荐服务器

Baidu Map

Baidu Map

百度地图核心API现已全面兼容MCP协议,是国内首家兼容MCP协议的地图服务商。

官方
精选
JavaScript
Playwright MCP Server

Playwright MCP Server

一个模型上下文协议服务器,它使大型语言模型能够通过结构化的可访问性快照与网页进行交互,而无需视觉模型或屏幕截图。

官方
精选
TypeScript
Magic Component Platform (MCP)

Magic Component Platform (MCP)

一个由人工智能驱动的工具,可以从自然语言描述生成现代化的用户界面组件,并与流行的集成开发环境(IDE)集成,从而简化用户界面开发流程。

官方
精选
本地
TypeScript
Audiense Insights MCP Server

Audiense Insights MCP Server

通过模型上下文协议启用与 Audiense Insights 账户的交互,从而促进营销洞察和受众数据的提取和分析,包括人口统计信息、行为和影响者互动。

官方
精选
本地
TypeScript
VeyraX

VeyraX

一个单一的 MCP 工具,连接你所有喜爱的工具:Gmail、日历以及其他 40 多个工具。

官方
精选
本地
graphlit-mcp-server

graphlit-mcp-server

模型上下文协议 (MCP) 服务器实现了 MCP 客户端与 Graphlit 服务之间的集成。 除了网络爬取之外,还可以将任何内容(从 Slack 到 Gmail 再到播客订阅源)导入到 Graphlit 项目中,然后从 MCP 客户端检索相关内容。

官方
精选
TypeScript
Kagi MCP Server

Kagi MCP Server

一个 MCP 服务器,集成了 Kagi 搜索功能和 Claude AI,使 Claude 能够在回答需要最新信息的问题时执行实时网络搜索。

官方
精选
Python
e2b-mcp-server

e2b-mcp-server

使用 MCP 通过 e2b 运行代码。

官方
精选
Neon MCP Server

Neon MCP Server

用于与 Neon 管理 API 和数据库交互的 MCP 服务器

官方
精选
Exa MCP Server

Exa MCP Server

模型上下文协议(MCP)服务器允许像 Claude 这样的 AI 助手使用 Exa AI 搜索 API 进行网络搜索。这种设置允许 AI 模型以安全和受控的方式获取实时的网络信息。

官方
精选