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server for Godot game engine integration","maintainers":[{"name":"tomyud","email":"tomyud@gmail.com"}],"readme":"# Godot MCP Server\n\n**Give your AI assistant full access to the Godot editor.**\n\nBuild games faster with Claude, Cursor, or any MCP-compatible AI — no copy-pasting, no context switching. The AI reads, writes, and manipulates your scenes, scripts, nodes, and project settings directly inside the running Godot editor.\n\n> Godot 4.x · 32 tools · Interactive project visualizer · MIT license\n\n---\n\n## Quick Start\n\n### 0. Install Node.js (one-time setup)\n\nDownload and run the installer from **[nodejs.org](https://nodejs.org/en/download)** (LTS version). It's a standard installer — no terminal needed.\n\n### 1. Install the Godot plugin\n\nNo cloning or building required — runs directly via npx.\n\n**Claude Desktop** — edit `~/Library/Application Support/Claude/claude_desktop_config.json`:\n```json\n{\n  \"mcpServers\": {\n    \"godot\": {\n      \"command\": \"npx\",\n      \"args\": [\"-y\", \"godot-mcp-server\"]\n    }\n  }\n}\n```\n\n**Cursor** — add to MCP settings (Settings → MCP → Add Server):\n```json\n{\n  \"mcpServers\": {\n    \"godot\": {\n      \"command\": \"npx\",\n      \"args\": [\"-y\", \"godot-mcp-server\"]\n    }\n  }\n}\n```\n\nWorks with any MCP-compatible client (Claude Code, Cline, Windsurf, etc.)\n\n### 2. Install the Godot plugin\n\nCopy the `addons/godot_mcp/` folder from the [GitHub repo](https://github.com/tomyud1/godot-mcp) into your Godot project's `addons/` directory. Then enable it: **Project → Project Settings → Plugins → Godot MCP → Enable**.\n\nOr install directly from the **Godot Asset Library**: AssetLib → search \"Godot MCP\" → Install.\n\n### 3. Connect\n\nRestart your Godot project. Check the **top-right corner** of the editor — you should see **MCP Connected** in green. You're ready to go.\n\n---\n\n## What Can It Do?\n\n### 32 Tools Across 6 Categories\n\n| Category | Tools | Examples |\n|---|---|---|\n| **File Operations** | 4 | Browse directories, read files, search project, create scripts |\n| **Scene Operations** | 11 | Create scenes, add/remove/move nodes, set properties, attach scripts, assign collision shapes and textures |\n| **Script Operations** | 6 | Apply code edits, validate syntax, rename/move files with reference updates |\n| **Project Tools** | 9 | Read project settings, input map, collision layers, console errors, scene tree dumps |\n| **Asset Generation** | 1 | Generate 2D sprites from SVG |\n| **Visualization** | 1 | Interactive browser-based project map |\n\n### Interactive Visualizer\n\nRun `map_project` and get a browser-based project explorer at `localhost:6510`:\n\n- Force-directed graph of all scripts and their relationships\n- Click any script to see variables, functions, signals, and connections\n- Edit code directly in the visualizer — changes sync to Godot in real time\n- Scene view with node property editing\n- Find usages before refactoring\n\n![Godot MCP Visualizer](https://github.com/user-attachments/assets/a9faf163-8b8b-43da-93ec-c7a651e8ac60)\n\n---\n\n## How It Works\n\n```\n┌─────────────┐    MCP (stdio)    ┌─────────────┐   WebSocket    ┌──────────────┐\n│  AI Client   │◄────────────────►│  MCP Server  │◄─────────────►│ Godot Editor │\n│  (Claude,    │                  │  (Node.js)   │   port 6505   │  (Plugin)    │\n│   Cursor)    │                  │              │               │              │\n└─────────────┘                  │  Visualizer  │               │  32 tool     │\n                                 │  HTTP :6510  │               │  handlers    │\n                                 └──────┬───────┘               └──────────────┘\n                                        │\n                                 ┌──────▼───────┐\n                                 │   Browser     │\n                                 │  Visualizer   │\n                                 └──────────────┘\n```\n\nThe MCP server connects to the Godot editor via WebSocket through the Godot plugin. The AI never guesses at your project structure — it reads live state directly from the running editor.\n\n---\n\n## Current Limitations\n\n- **Local only** — runs on localhost, no remote connections\n- **One Godot editor at a time** — multiple AI clients can connect concurrently, but they all share a single Godot instance\n- **Ctrl+Z does not reach AI changes** — the plugin writes to disk rather than the editor's live tree, so Godot's native undo has nothing to revert. Use the `mcp_undo` tool instead (ask the agent to undo).\n- **AI has limited Godot knowledge** — it can help debug, write scripts, and build scenes, but can't create a complete game without guidance\n\n---\n\n## Build From Source\n\n```bash\ngit clone https://github.com/tomyud1/godot-mcp\ncd godot-mcp/mcp-server\nnpm install\nnpm run build\n```\n\nThen point your AI client at `mcp-server/dist/index.js` instead of using `npx`.\n\n---\n\n## License\n\nMIT\n\n---\n\n**[GitHub](https://github.com/tomyud1/godot-mcp)** · **[Report Issues](https://github.com/tomyud1/godot-mcp/issues)**\n","readmeFilename":"README.md"}