
Godot AI MCP Server: Setup for Claude Code, Cursor and Other Apps
Lets Claude, Cursor and other assistants build scenes, edit scripts and run your game inside the open Godot editor.
Godot AI connects your AI assistant to a live Godot editor. It can add nodes, write and patch scripts, set up animations, materials, UI and tilemaps, run the game and read its errors.
It is an add-on you install inside Godot, and it works with Claude Code, Codex, Cursor and others. Everything runs on your machine and there is no account or API key. Press Configure in the add-on's panel and it writes the setup for your assistant.
It can also delete nodes and project files, so keep your project in version control before you let an assistant loose on it.
Good for
- Godot developers who want an assistant to build and test scenes with them
- Solo game makers prototyping a game from a few prompts
- Teams using Claude Code or Cursor who want game work in the same chat
- Anyone fixing script errors who wants the assistant to read the editor log itself
Works in
12 should work
Tap an app to see how to set it up and any known problems.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Supports local MCP servers.
Client does not support this transport.
Client does not support this transport.
Install godot-ai MCP
Any client
- 1
Install uv once from docs.astral.sh/uv.
- 2
In Godot, open the AssetLib tab and install Godot AI, or copy a GitHub release into your-project/addons/godot_ai/.
- 3
Enable it under Project, Project Settings, Plugins, Godot AI.
- 4
In the Godot AI panel, press Configure next to your assistant, or Configure all.
- 5
Restart your assistant if it does not notice the change.
Requires Godot 4.7+, uv.
Read-only mode: There is no read-only mode. Use Git to review and undo changes.
Use the entry the Godot AI panel writes. The README says it pins the matching version and ports, and a bare http://127.0.0.1:8000/mcp entry cannot sign in. Never extract a new version over an existing addons/godot_ai/: press Update in the panel instead. Set godot_ai/mcp_client_scope to project in Editor Settings, Plugins to keep the config per project.
From the project README. Source.
Tools
Checks which Godot project and scene is open and whether the editor is ready
Reports the editor version, project name, open scene and whether a game is running. Good first call so the assistant knows what it is working with.
Try: “What project and scene do I have open in Godot right now?”
Read ·
editor_stateLists the nodes in the open scene as a tree
Walks the scene tree a page at a time, so large scenes do not flood the chat.
Try: “Show me the current scene hierarchy.”
Read ·
scene_get_hierarchyShows every setting on one node
Returns the full set of properties for a node you point to, such as position, size or script.
Try: “What are the properties of /Main/Player?”
Read ·
node_get_propertiesPicks which open Godot editor to talk to
When more than one editor is connected, this fixes which one later calls go to.
Try: “Switch to the editor that has my platformer project open.”
Write ·
session_activateRuns several editor changes as one all-or-nothing step
Sends a list of editor commands together and undoes them all if one fails.
Try: “Create a Player node, add a sprite and a collision shape, all in one go.”
Write ·
batch_executeAdds a new node to the scene
Creates a node of a chosen type under a parent node.
Try: “Create a Camera3D named MainCamera under /Main.”
Write ·
node_createChanges a setting on a node
Sets one property on a node, such as its position, color or text.
Try: “Set the Player's speed to 300.”
Write ·
node_set_propertyFinds nodes by name, type or group
Searches the open scene for matching nodes.
Try: “Find every node in the enemies group.”
Read ·
node_findOpens a scene file in the editor
Loads a scene from your project into the editor.
Try: “Open res://levels/level_1.tscn.”
Write ·
scene_openSaves the open scene
Writes the current scene back to its file.
Try: “Save the scene.”
Write ·
scene_saveCreates a new script file
Writes a new script into your project. GDScript is checked for errors. C# files are written as plain text only.
Try: “Create a player movement script with WASD controls.”
Write ·
script_createAttaches a script to a node
Links an existing script file to a node in the scene.
Try: “Attach player.gd to the Player node.”
Write ·
script_attachEdits part of a script
Changes a script by anchoring on text that is already there, instead of rewriting the whole file.
Try: “In player.gd, change the jump height to 400.”
Write ·
script_patchPlays the game and checks it started
Starts the project and waits briefly to see whether the game came up, reporting any errors that appear.
Try: “Run the project and tell me if it crashes.”
Runs code ·
project_runRuns your GDScript test suites in the editor
Runs the test suites in your project and returns pass and fail results.
Try: “Run the scene test suite.”
Runs code ·
test_runReads the editor, game or plugin logs
Returns recent log lines, including script parse errors and warnings from the editor.
Try: “Read the editor errors and tell me why my script will not load.”
Read ·
logs_readTakes a picture of the editor or the running game
Captures the 3D view, the 2D view, a camera render or the running game window.
Try: “Take a screenshot of the 3D viewport.”
Read ·
editor_screenshotRestarts the Godot AI add-on
Reloads the add-on and waits for it to reconnect.
Try: “Reload the Godot AI plugin.”
Runs code ·
editor_reload_pluginCreates an animation clip
Adds a new animation, and sets up an animation player if the scene has none.
Try: “Create an animation called idle on the Player.”
Write ·
animation_createCreates scenes, saves under a new name, or lists scene roots
Rolls up scene actions: create a scene, save a copy under a new path, or list root nodes.
Try: “Create a new Node3D scene at res://levels/test.tscn.”
Write ·
scene_manageEdits the node tree: move, rename, group or delete nodes
Covers listing children and groups, duplicating, renaming, moving and reparenting nodes, adding them to groups and deleting them.
Try: “Delete the old Enemy node and rename Boss to FinalBoss.”
Delete ·
node_manageReads a script, detaches it, or outlines its symbols
Returns a script file's text, removes a script from a node, or lists the functions and variables in GDScript and C# files.
Try: “List the functions in player.gd.”
Write ·
script_manageStops the game and edits project settings
Stops a running game, reads or changes project settings, and sets the main scene.
Try: “Set the main scene to res://main.tscn.”
Write ·
project_manageControls the editor: selection, monitors, logs, quit, game code
Reads or sets the selection, shows performance monitors, clears logs, quits the editor, and can run a GDScript snippet inside the running game.
Try: “Evaluate player.health in the running game.”
Runs code ·
editor_manageLists the connected Godot editors
Shows which editor sessions are connected.
Try: “List the Godot editors that are connected.”
Read ·
session_manageFetches the latest test results
Returns the results of the most recent test run.
Try: “Show the results of the last test run.”
Read ·
test_manageBuilds and plays animations
Creates players, adds property and method tracks, sets autoplay, plays or stops, and applies fade, slide, shake and pulse presets.
Try: “Add a fade-in animation to the title label.”
Delete ·
animation_manageCreates and edits materials and shaders
Creates materials, sets parameters, assigns them to nodes, applies presets, and edits shaders and visual shader graphs.
Try: “Make a red glossy material and apply it to the Cube.”
Write ·
material_manageSets up and plays audio
Creates audio players, assigns streams, changes playback settings and plays or stops sounds.
Try: “Add an audio player to the Player and play footsteps.ogg.”
Write ·
audio_manageCreates and tunes particle effects
Creates particle nodes, sets their main and process settings and draw pass, restarts them and applies presets.
Try: “Add a fire particle effect at the torch.”
Write ·
particle_manageCreates and configures cameras
Adds cameras, sets limits and damping for 2D, makes a camera follow a target and applies presets.
Try: “Make the 2D camera follow the Player with smoothing.”
Write ·
camera_manageLists, connects and disconnects signals
Shows a node's signals and links or unlinks them to methods.
Try: “Connect the button's pressed signal to _on_start_pressed.”
Delete ·
signal_manageEdits the project's input actions
Lists actions, adds or removes them, and binds keys, mouse or gamepad events to them.
Try: “Add a jump action bound to Space.”
Delete ·
input_map_manageInspects and plays the running game
Reads the live scene tree and UI, pauses and resumes the game, steps a frame, and sends key, mouse, gamepad and action input.
Try: “Press the jump key in the running game and tell me what happened.”
Write ·
game_manageLists, adds or removes autoload scripts
Manages the scripts Godot loads automatically at game start.
Try: “Add game_state.gd as an autoload.”
Delete ·
autoload_manageReads, writes, moves and removes project files
Reads and writes text files, rescans and reimports assets, searches, moves, renames and deletes files inside your project.
Try: “Move the old sprites into res://archive.”
Delete ·
filesystem_manageBuilds UI themes
Creates themes and sets colors, sizes, fonts, icons and style boxes on them.
Try: “Make a dark theme with rounded buttons.”
Write ·
theme_manageLays out and styles UI controls
Sets anchors, text and rich text, builds layouts from a description, and draws simple recipes.
Try: “Build a main menu with Play, Options and Quit buttons.”
Write ·
ui_manageFinds, inspects, creates and assigns resources
Searches and loads resources, creates curves, environments, collision shapes and textures, and assigns them to nodes.
Try: “Generate a collision shape for the Rock mesh.”
Write ·
resource_manageLooks up Godot class documentation
Returns properties, methods and signals for a Godot class.
Try: “What signals does the Area2D class have?”
Read ·
api_manageChecks and sets up AI client connections
Shows whether supported AI clients are configured for Godot AI, and adds or removes their entries.
Try: “Check which AI clients are set up for Godot.”
Write ·
client_managePaints and reads tilemap cells
Sets single cells or rectangles, clears the map and reads used cells.
Try: “Fill a 10 by 5 rectangle with the grass tile.”
Delete ·
tilemap_manageReads tile atlases
Lists the tiles in an atlas and returns the atlas image.
Try: “Show me the tiles in the terrain tileset.”
Read ·
tileset_manageEdits 3D grid maps
Places items, fills areas, clears cells and lists the library.
Try: “Fill the floor with stone blocks.”
Delete ·
gridmap_manageBakes navigation and finds paths
Bakes a navigation mesh and returns a path between two points.
Try: “Bake navigation for the level.”
Write ·
navigation_manageCreates and combines CSG shapes
Creates CSG shapes and sets how they combine, such as union or subtract.
Try: “Cut a doorway into the wall with a CSG box.”
Write ·
csg_manageLists and runs custom tools from other add-ons
Calls tools that other Godot add-ons registered with Godot AI.
Try: “List the custom tools my add-ons added.”
Runs code ·
custom_manage
Read from the source code
Permissions
high risk · 4 things to watch
High risk
The assistant can change your scenes and scripts, delete nodes and project files, and run code inside your running game. Commit your project to Git first and review what it changes.
What it can do
- Read your data
- Create and change things
- Delete things
- Read-only mode
Watch out for
It can delete nodes, files and autoloads
Node, file, tilemap, input and autoload tools can remove things from your project. Keep the project in Git so you can restore anything it removes. github.com
It can run code inside your game
One editor action runs a GDScript snippet in the running game, and the test tool runs your test suites. Use it on projects you trust. github.com
Sends anonymous usage telemetry
The README says it records an install ID, event, outcome, duration, platform and version, never code or file names. Opt out with the setting the README describes. github.com
Writes stay inside your project
The README says writes are confined to the project, and project.godot, override.cfg and .godot/ are off-limits. github.com
Security advisories
No published security advisories for the MCP server as of Nov 1, 2026.
4 other advisories are about the wider godot-ai project, not this MCP server. See them on GitHub
Technical details
| Talks to | Anonymous usage telemetry unless you opt out |
|---|---|
| Sign-in and keys | No account or API key. The editor and server use rotating local credentials, and the editor connection is loopback-only. |
Questions
Is this the official Godot server?
No. It is a community project from the hi-godot GitHub organization, not made by the Godot Engine team. It is MIT licensed and works as a Godot add-on.
How do I install the Godot AI MCP server?
Follow the steps in the install box. You add the add-on to your Godot project, enable it, then press Configure in its panel for your assistant.
Which AI apps does it work with?
The README says the add-on's panel can configure 26 clients, including Claude Code, Claude Desktop, Codex, Cursor, VS Code, Antigravity, Gemini CLI and Hermes Agent. Cherry Studio is not supported in v4.
Is it free, and does it need an API key?
Yes, it is free and MIT licensed. It needs no account or API key. Your assistant's own plan is separate.
Which Godot version do I need?
Godot 4.7 or newer, plus the uv Python tool, which runs the server. C# scripts are written as text only; Godot AI does not build .NET or report compiler errors.
Can it delete my files?
Yes. It can delete nodes, project files and autoloads, and it has no read-only mode. Writes stay inside the project folder, so use Git.
Does it run locally or send my project to a server?
It runs on your machine and talks to the editor over local connections. The README says anonymous telemetry never includes code, scene contents or file names, and you can turn it off.
How many tools does it have?
The README says 46 tools and more than 120 operations. The tools in the v4.3.1 source add up to 47: 19 single-purpose tools and 28 grouped ones that take an operation name.
Information
updated Nov 2, 2026
- Publisher
- Community
- Transport
- stdio
- License
- MIT
- Last commit
- Oct 31, 2026
- Open issues
- 30
Other Godot MCP servers
Sources
Docs, issue trackers and discussions this page is built from. Issues, quotes and findings above link to their own source.
Show all 4Hide
- Godot AI README · github.com
- Godot AI client configuration · github.com
- Godot AI tools reference · github.com
- Godot AI tool domains (v4.3.1) · github.com