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

ToolDescriptionRisk
editor_stateEditor version, project name, current scene, readiness, play state, and game liveness statuslow
scene_get_hierarchyPaginated scene tree walk (depth, offset, limit)low
node_get_propertiesFull property snapshot of a nodelow
session_activatePin subsequent calls to a specific connected editorlow
batch_executeRun multiple plugin commands atomically (rollback on first error)high
node_createCommon node writes + searchmedium
node_set_propertyCommon node writes + searchmedium
node_findCommon node writes + searchlow
scene_openOpen and save scenesmedium
scene_saveOpen and save scenesmedium
script_createCreate, attach, anchor-edit GDScript filesmedium
script_attachCreate, attach, anchor-edit GDScript filesmedium
script_patchCreate, attach, anchor-edit GDScript filesmedium
project_runPlay the project, then wait briefly for game liveness (autosave persists in-memory MCP edits unless autosave=False)high
test_runRun GDScript test suites in the editormedium
logs_readRead plugin / game / editor / combined log buffers.low
editor_screenshotCapture editor viewport, cinematic camera, or running game framebufferlow
editor_reload_pluginReload the plugin and wait for reconnect (works with external and plugin-managed servers)high
animation_createCreate an Animation clip (auto-creates AnimationPlayer + library if missing)medium
scene_manageManages scene operations including create, save_as, and get_rootsmedium
node_manageManages node operations including get_children, get_groups, delete, duplicate, rename, move, reparent, add_to_group, and remove_from_groupmedium
script_manageManages script operations including read, detach, and find_symbolsmedium
project_manageManages project operations including stop, settings_get, and settings_setmedium
editor_manageManages editor operations including state, selection_get, selection_set, monitors_get, quit, logs_clear, and game_evalmedium
session_manageManages session listinglow
test_manageManages test result retrievallow
animation_manageManages 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_pulsemedium
material_manageManages material operations including create, set_param, set_shader_param, get, list, assign, apply_to_node, and apply_presetmedium
audio_manageManages audio player operations including player_create, player_set_stream, player_set_playback, play, stop, and listmedium
particle_manageManages particle operations including create, set_main, set_process, set_draw_pass, restart, get, and apply_presetmedium
camera_manageManages camera operations including create, configure, set_limits_2d, set_damping_2d, follow_2d, get, list, and apply_presetmedium
signal_manageManages signal operations including list, connect, and disconnectmedium
input_map_manageManages input mapping operations including list, add_action, ensure_action, remove_action, bind_event, and ensure_bindingmedium
game_manageManages game-specific operations including get_scene_tree, get_node_info, get_ui_elements, input_key, input_mouse, input_gamepad, input_action, and input_statemedium
autoload_manageManages autoload operations including list, add, and removemedium
filesystem_manageManages filesystem operations including read_text, write_text, reimport, scan, and searchmedium
theme_manageManages theme operations including create, set_color, set_constant, set_font_size, set_stylebox_flat, and applymedium
ui_manageManages UI operations including set_anchor_preset, set_text, build_layout, and draw_recipemedium
resource_manageManages resource operations including search, load, assign, get_info, create, curve_set_points, environment_create, physics_shape_autofit, gradient_texture_create, and noise_texture_createmedium
api_manageManages API operations including get_classlow
client_manageManages client operations including status, configure, and removemedium
tilemap_manageManages tilemap operations including tilemap_set_cell, tilemap_set_cells_rect, tilemap_clear, and tilemap_get_cellsmedium
tileset_manageManages tileset operations including tileset_get_atlas_tiles and tileset_get_atlas_imagelow
godot://scene/currentActive scene path + project + play statelow
godot://scene/hierarchyFull scene hierarchy from the active editorlow
godot://node/{path}/propertiesAll properties of a node by scene pathlow
godot://node/{path}/childrenDirect children (name, type, path each)low
godot://node/{path}/groupsGroup memberships for a nodelow
godot://class/{class_name}ClassDB metadata: properties, methods, signals, enums, constants, inheritance, and defaultslow
godot://script/{path}GDScript source by res:// pathlow
godot://project/infoActive project metadatalow
godot://project/settingsCommon project settings subsetlow
godot://materialsAll Material resources under res://low
godot://input_mapProject input actions and their bound eventslow
godot://performancePerformance singleton snapshotlow
godot://test/resultsMost recent test_run resultslow

Compatibility

ClientLocalDockerRemoteRead-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

Changelog

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