Godot AI MCP Server
Godot editor integration providing 120+ operations to build, script, and animate scenes.
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Overview
Godot AI facilitates direct communication between MCP clients and a running Godot editor. It supports over 120 operations spanning approximately 43 tools, enabling AI assistants to programmatically manage nodes, UI elements, materials, animations, and environment settings. This functionality aims to streamline game development workflows by allowing AI to manipulate the editor environment directly. Installation is integrated into the Godot Asset Library for ease of access, though it requires the uv tool to manage its Python-based server component. The project is actively maintained with frequent commits and has documented support for various MCP clients like Claude Code and others.
Our verdict
With a security score of 35/100, this server carries a high-risk profile primarily because it lacks any internal authentication, meaning anyone with access to your configuration can control your Godot editor. Furthermore, every installation is granted full write access without a read-only mode, which poses risks to your project files. It is best suited for isolated, local development environments where external access is strictly controlled.
- Over 120 operations for granular editor control
- Active maintenance with commits as recent as two days ago
- Zero direct dependencies minimize supply-chain surface
- One-click installation via the Godot Asset Library
- No authentication allows any local user to execute commands
- Full write access is granted to all installs
- Community-maintained project rather than an official vendor tool
Tools
| Tool | Description | Risk |
|---|---|---|
| editor_state | Editor version, project name, current scene, readiness, play state, and game liveness status | low |
| scene_get_hierarchy | Paginated scene tree walk (depth, offset, limit) | low |
| node_get_properties | Full property snapshot of a node | low |
| session_activate | Pin subsequent calls to a specific connected editor | low |
| batch_execute | Run multiple plugin commands atomically (rollback on first error) | high |
| node_create | Common node writes + search | medium |
| node_set_property | Common node writes + search | medium |
| node_find | Common node writes + search | low |
| scene_open | Open and save scenes | medium |
| scene_save | Open and save scenes | medium |
| script_create | Create, attach, anchor-edit GDScript files | medium |
| script_attach | Create, attach, anchor-edit GDScript files | medium |
| script_patch | Create, attach, anchor-edit GDScript files | medium |
| project_run | Play the project, then wait briefly for game liveness (autosave persists in-memory MCP edits unless autosave=False) | high |
| test_run | Run GDScript test suites in the editor | medium |
| logs_read | Read plugin / game / editor / combined log buffers. | low |
| editor_screenshot | Capture editor viewport, cinematic camera, or running game framebuffer | low |
| editor_reload_plugin | Reload the plugin and wait for reconnect (works with external and plugin-managed servers) | high |
| animation_create | Create an Animation clip (auto-creates AnimationPlayer + library if missing) | medium |
| scene_manage | Manages scene operations including create, save_as, and get_roots | medium |
| node_manage | Manages node operations including get_children, get_groups, delete, duplicate, rename, move, reparent, add_to_group, and remove_from_group | medium |
| script_manage | Manages script operations including read, detach, and find_symbols | medium |
| project_manage | Manages project operations including stop, settings_get, and settings_set | medium |
| editor_manage | Manages editor operations including state, selection_get, selection_set, monitors_get, quit, logs_clear, and game_eval | medium |
| session_manage | Manages session listing | low |
| test_manage | Manages test result retrieval | low |
| animation_manage | Manages animation operations including player_create, delete, validate, add_property_track, add_method_track, set_autoplay, play, stop, list, get, create_simple, preset_fade, preset_slide, preset_shake, and preset_pulse | medium |
| material_manage | Manages material operations including create, set_param, set_shader_param, get, list, assign, apply_to_node, and apply_preset | medium |
| audio_manage | Manages audio player operations including player_create, player_set_stream, player_set_playback, play, stop, and list | medium |
| particle_manage | Manages particle operations including create, set_main, set_process, set_draw_pass, restart, get, and apply_preset | medium |
| camera_manage | Manages camera operations including create, configure, set_limits_2d, set_damping_2d, follow_2d, get, list, and apply_preset | medium |
| signal_manage | Manages signal operations including list, connect, and disconnect | medium |
| input_map_manage | Manages input mapping operations including list, add_action, ensure_action, remove_action, bind_event, and ensure_binding | medium |
| game_manage | Manages game-specific operations including get_scene_tree, get_node_info, get_ui_elements, input_key, input_mouse, input_gamepad, input_action, and input_state | medium |
| autoload_manage | Manages autoload operations including list, add, and remove | medium |
| filesystem_manage | Manages filesystem operations including read_text, write_text, reimport, scan, and search | medium |
| theme_manage | Manages theme operations including create, set_color, set_constant, set_font_size, set_stylebox_flat, and apply | medium |
| ui_manage | Manages UI operations including set_anchor_preset, set_text, build_layout, and draw_recipe | medium |
| resource_manage | Manages resource operations including search, load, assign, get_info, create, curve_set_points, environment_create, physics_shape_autofit, gradient_texture_create, and noise_texture_create | medium |
| api_manage | Manages API operations including get_class | low |
| client_manage | Manages client operations including status, configure, and remove | medium |
| tilemap_manage | Manages tilemap operations including tilemap_set_cell, tilemap_set_cells_rect, tilemap_clear, and tilemap_get_cells | medium |
| tileset_manage | Manages tileset operations including tileset_get_atlas_tiles and tileset_get_atlas_image | low |
| godot://scene/current | Active scene path + project + play state | low |
| godot://scene/hierarchy | Full scene hierarchy from the active editor | low |
| godot://node/{path}/properties | All properties of a node by scene path | low |
| godot://node/{path}/children | Direct children (name, type, path each) | low |
| godot://node/{path}/groups | Group memberships for a node | low |
| godot://class/{class_name} | ClassDB metadata: properties, methods, signals, enums, constants, inheritance, and defaults | low |
| godot://script/{path} | GDScript source by res:// path | low |
| godot://project/info | Active project metadata | low |
| godot://project/settings | Common project settings subset | low |
| godot://materials | All Material resources under res:// | low |
| godot://input_map | Project input actions and their bound events | low |
| godot://performance | Performance singleton snapshot | low |
| godot://test/results | Most recent test_run results | low |
Compatibility
| Client | Local | Docker | Remote | Read-only |
|---|---|---|---|---|
| Claude Desktop | ||||
| Cursor | ||||
| VS Code | ||||
| Windsurf | ||||
| ChatGPT |
Frequently asked questions
›What are the software prerequisites for running the Godot AI MCP server?
You need Godot 4.5 or higher, with 4.7 recommended. Additionally, you must have the uv tool installed to manage the Python server.
›How can I install the plugin into my Godot project?
You can install it directly from the Godot Asset Library via the AssetLib tab, or by manually placing the addons/godot_ai folder into your project's addons directory.
›What should I do if I encounter issues after installing from the Asset Library?
If issues arise, go to Project > Project Settings > Plugins and try disabling then re-enabling the Godot AI plugin.
›How do I connect my MCP client to the server?
The Godot AI dock in the editor provides a configuration panel for supported clients. Alternatively, you can use the URL http://127.0.0.1:8000/mcp for manual configuration.
›Are there automated tools for configuring my MCP client?
Yes, the Godot AI dock provides automatic configuration options for many popular clients including Claude Code, Claude Desktop, Antigravity, and Hermes Agent.
Alternatives
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