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Godot Autopilot

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Godot-Autopilot is a plugin-based MCP server that runs inside the Godot editor. Once installed, your AI programming assistant can operate your project just like you do: build scenes, adjust properties, run games, click buttons, take screenshots, view logs — and then iterate based on the results it sees.

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About

Godot-Autopilot is a plugin-style MCP server that lives inside the Godot editor. Once installed, your AI programming assistant can operate your project just like you do: build scenes, adjust properties, run games, click buttons, take screenshots, view logs—and then iterate based on the results it sees.

README

License Build Godot Platform Protocol Tools

Let an AI agent build, playtest, and debug your Godot game — from inside the editor.

English | 简体中文 | 繁體中文 | 日本語 | 한국어

Godot-Autopilot is an MCP server that lives inside the Godot editor as a plugin. Once installed, your AI coding assistant (Claude Code, Cursor, Codex, OpenCode, …) can operate your project the way you do: build scenes, tweak properties, run the game, press buttons, take screenshots, and read the logs — then iterate on what it sees.

No bridge process, no copy-pasting errors into a chat window. The server starts when your project opens and stops when it closes.

End-to-end demo

AI controlling a game character in real time during end-to-end tests:

Demo 001

What it can do

Over 443 tools covering the whole editor-to-game loop (the exact count grows with each version — ask the agent to check via search_tools). Highlights:

  • Build scenes — create, rename, move, and delete nodes; read and write properties; connect signals; build 3D block levels with GridMap (e.g. create_scene_node, property_set, signal_connect, scene_tree_items; GridMap: create_gridmap, set_gridmap_cell, fill_gridmap_box).
  • Look, sound, and feel — meshes and materials, lights and environments, audio playback, animations and tweens, UI themes, tilemaps (e.g. create_animation, tween_editor_property, create_game_tween, play_audio_player, fill_tilemap_rect).
  • Physics and navigation — ray/shape casts, rigid bodies, navigation maps and path queries (e.g. intersect_physics_3d_ray, create_nav_3d_map, get_nav_3d_map_path).
  • Hands: input and UI automation — simulate keys, mouse, and gamepad; click editor controls by name; run editor shortcuts; click buttons in the running game (e.g. click_input_mouse, get_editor_ui_elements, click_editor_element, run_editor_shortcut, click_game_ui_element).
  • Scripts and debugging — run GDScript in the editor or in the game, launch long game scripts as background jobs, read plugin/game/script-error logs (e.g. execute_script, execute_game_script, start_game_job, get_plugin_log).
  • Project and knowledge — read, search, and copy project files and directories, inspect project settings, query the engine's built-in API docs offline (e.g. read_file, find_in_files, list_directory, copy_file, get_project_settings, get_docs_class).
  • Play and verify visually — launch the current scene, inject timed input sequences, screenshot the editor and the game, and diff before/after (e.g. play_editor_current_scene, queue_game_input, capture_editor_viewport, capture_game_viewport, review_scene_visually).

How the agent works with it

You don't need to memorize tool names. The agent follows a simple loop:

  1. Discover — search_tools to find candidates, get_tool_detail to confirm parameters (never guess names).
  2. Act — call_tool for one step, batch_execute for a batch.
  3. Verify — screenshot the result, compare with the previous capture, fix, and repeat.

To make agents good at this out of the box, the plugin ships 9 skill books (an overview, a calling guide, plus scenes, resources, scripting, runtime, servers, content, and C# volumes) and 7 starter guides (3D scene, character controller, physics debugging, input map, GUI, …). One click in the MCP Config panel renders the skills into your project's .agents/skills/. Positioning: MCP is the primary product channel and skills/scripts are the experience layer — the calling guide falls back to a script bridge when MCP is down (needs Node 18+ or Bun) and to a manual guide with no script runtime.

Two editor panels come with the plugin:

  • MCP Config — server status and port, one-click client configuration, capability switches, skill generation.
  • Log — plugin-only log with level/category filters and search, so misbehaving calls are easy to trace.

Getting started

Requires Godot 4.7+.

  1. Get the plugin — download godot-autopilot-<version>.zip from the project's GitHub Releases page (jesspig/Godot-Autopilot) and copy the godot-autopilot/ folder into your project's addons/ directory:
    your-project/
    └── addons/
        └── godot-autopilot/
            ├── godot-autopilot.dll      (Windows)
            ├── libgodot-autopilot.so    (Linux)
            ├── libgodot-autopilot.dylib (macOS)
            └── godot-autopilot.gdextension
    
  2. Open your project — the server starts automatically on the port from the plugin settings (default http://127.0.0.1:9527/mcp). No enable toggle needed.
  3. Connect your AI client — in the editor's MCP Config panel, pick your client and click Generate. 20 clients are supported, including Claude Code, Codex, Cursor, OpenCode, and Copilot. Approve the generated config file in the client if it asks.
  4. Unlock powerful capabilities (optional) — script execution (code_execute) and game control (game_runtime) are off by default; tick them in the panel when you need them.
  5. Ask for something — e.g. “create a player character that can run and jump, then playtest it and fix what looks wrong.”

Want to build from source or contribute? See docs/wiki/ (start at index.md, building at build.md) and tests/README.md.

Safety notes

The server only listens on your machine's loopback address (port from the plugin settings, 9527 by default, fixed path /mcp) and refuses non-local addresses. Script execution, game control, and OS process tools are denied by default — enable them only in a local project you trust. Details: docs/wiki/security_contract.md.

Asset attribution

The 5 sample projects under demo/ (2D/3D beginner tutorials, UI control gallery, viewport composition, networked Pong) come from the official Godot demo projects; only their assets and clean project configurations are kept for testing. Copyright and licensing details live in each project's README and LICENSE files.

License

MIT

from github.com/jesspig/Godot-Autopilot

Installing Godot Autopilot

This server has no published package — it is built from source. Open the repository and follow its README.

▸ github.com/jesspig/Godot-Autopilot

FAQ

Is Godot Autopilot MCP free?

Yes, Godot Autopilot MCP is free — one-click install via Unyly at no cost.

Does Godot Autopilot need an API key?

No, Godot Autopilot runs without API keys or environment variables.

Is Godot Autopilot hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install Godot Autopilot in Claude Desktop, Claude Code or Cursor?

Open Godot Autopilot on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

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