Godot Universal
FreeNot checkedConnects MCP-capable AI clients to a running Godot 4 editor for scene, node, project, and debug runtime operations via a local-first architecture.
About
Connects MCP-capable AI clients to a running Godot 4 editor for scene, node, project, and debug runtime operations via a local-first architecture.
README
Local-first MCP tooling for Godot: a TypeScript/Node.js stdio server plus a GDScript editor addon and an optional development-runtime bridge.
The addon does not require C# or a .NET Godot build. A game that uses C# still needs Godot .NET and the corresponding SDK to compile its own code. Native node, scene and exported-property inspection uses Godot's APIs rather than assuming a particular game scripting language.
Architecture
MCP client -- stdio / MCP --> Node.js server
| authenticated, loopback-only NDJSON TCP
+--> GDScript editor bridge (default 9500)
+--> GDScript runtime bridge (default 9501, opt-in)
Keep the public MCP protocol in the official Node SDK. The internal TCP bridge is not itself a public MCP endpoint. See the bridge guide for the language boundary, security model, migration notes and limitations.
Run this checkout
Use Node.js 20 or newer and a Godot 4 editor. The integration matrix includes Godot 4.3 standard and 4.4.1 .NET; it is a compatibility test matrix, not a claim that these are the newest or recommended engine releases. Check the actual CI results for the revision being installed.
git clone https://github.com/Noa3/GodotMCP.git
cd GodotMCP
npm ci
npm run build
When evaluating a pull request, check out its branch before building.
Copy the complete addons/godot_universal_mcp directory into your game's
addons/ directory. Enable Godot Universal MCP under Project > Project
Settings > Plugins, then open a scene. Do not mix files from different addon
revisions.
Configure your client to launch the built file with absolute paths. Example
VS Code .vscode/mcp.json (replace both paths):
{
"servers": {
"godot-universal": {
"type": "stdio",
"command": "node",
"args": ["/absolute/path/to/GodotMCP/dist/cli/index.js"],
"env": {
"GODOT_PROJECT_ROOT": "/absolute/path/to/your-game"
}
}
}
}
On Windows, forward-slash absolute paths such as C:/Projects/... avoid JSON
backslash escaping. Other MCP clients may use a different outer configuration
key; the command, arguments and environment are the same. No serve subcommand
is needed. Using npx to launch a registry release does not test this checkout.
This guide makes no assumption that a matching npm release has been published.
The dock's Copy Config button generates this VS Code configuration after
godot_universal_mcp/server_entry is set in Project Settings to the absolute
built dist/cli/index.js path. The project token is not put on the clipboard.
Authentication and write access
On first activation, the editor creates a random project-local credential at
.godot/godot_universal_mcp/token. The Node server reads that game's token before
each request. GODOT_PROJECT_ROOT must point to the game, not this server's repo.
The .godot cache must stay private and out of version control. An optional
GODOT_MCP_TOKEN override must be the same in the editor and server environments.
The MCP server defaults to read-only. To allow changes in a project you trust, first initialize its config:
node dist/cli/index.js init-project /absolute/path/to/your-game
Then manually edit only these fields in the generated
.godot-universal-mcp/config.json, retaining the other settings:
{"security": {"allowWrite": true, "trustMode": "trusted"}}
All registered write/destructive tools, including editor saves and process launch/control, require both fields. Tool annotations are hints for clients, not an alternative to this authorization. Possession of the raw bridge token grants bridge access; this is not a sandbox against other processes running as you. Only open and run projects you trust.
Runtime inspection
Enable Runtime bridge (next game run) in the dock and launch the game using the editor or an editor binary. The addon manages its own autoload entry. The runtime listener is disabled by default and refuses normal export-template builds, including debug exports. It remains responsive while gameplay is paused. Changing the runtime checkbox takes effect on the next game run.
Main bridge-backed MCP tools
| Public tool | What it actually does |
|---|---|
godot_editor_status, godot_editor_capabilities |
Read engine/project identity and supported operations. |
godot_editor_tree, godot_editor_get_node |
Inspect the current, possibly unsaved edited scene. |
godot_editor_set_node_property |
Typed property edit through editor Undo/Redo; trusted writes required. |
godot_editor_save_all, godot_editor_filesystem_scan |
Request scene saves or a filesystem scan. |
godot_runtime_status, godot_runtime_tree, godot_runtime_perf |
Inspect the running game through the opt-in bridge. |
godot_runtime_pause, godot_runtime_resume |
Pause/resume without pausing the bridge itself. |
godot_runtime_screenshot |
PNG JSON payload, longest edge capped at 1024; unavailable headlessly. |
godot_runtime_logs |
Bounded stdout/stderr from a process launched by this server. |
Editor nodes use paths relative to the edited root (. means the root).
Runtime nodes use paths relative to /root. Missing/unimplemented functionality
returns explicit errors: godot_editor_output does not yet capture the editor
console. Empty log arrays must not be treated as proof of an error-free game.
The existing project/file/offline scene/script tools remain available; their
textual analysis is not a complete Godot or C# compiler.
Development checks
npm run typecheck
npm run lint
npm test
npm run build
node --test tests/client.test.cjs
python3 tests/bridge_smoke.py --godot /absolute/path/to/godot
For the compiled C# fixture, use a Godot .NET binary and the matching .NET SDK:
python3 tests/bridge_smoke.py --godot /path/to/godot-dotnet --csharp --sdk-version 4.4.1
The smoke test creates a temporary project and exercises real editor/runtime TCP connections, authentication, exported properties, typed writes, batching and pause/resume. It does not replace GUI undo testing, rendered screenshot testing, or exported-build validation. CI runs the engine fixtures separately from the TypeScript/Jest checks.
Documentation and license
Bridge guide and migration · Security · Roadmap · Contributing
MIT License. See LICENSE, NOTICE.md, and THIRD_PARTY_NOTICES.md.
Installing Godot Universal
This server has no published package — it is built from source. Open the repository and follow its README.
▸ github.com/Noa3/GodotMCPFAQ
Is Godot Universal MCP free?
Yes, Godot Universal MCP is free — one-click install via Unyly at no cost.
Does Godot Universal need an API key?
No, Godot Universal runs without API keys or environment variables.
Is Godot Universal hosted or self-hosted?
Self-hosted: the server runs locally on your machine via the install command above.
How do I install Godot Universal in Claude Desktop, Claude Code or Cursor?
Open Godot Universal 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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