A comprehensive integration between Godot Engine and AI assistants using the Model Context Protocol (MCP). This plugin allows AI assistants to interact with your Godot projects, providing powerful capabilities for code assistance, scene manipulation, and project management.
- Full Godot Project Access: AI assistants can access and modify scripts, scenes, nodes, and project resources
- Two-way Communication: Send project data to AI and apply suggested changes directly in the editor
- Command Categories:
- Node Commands: Create, modify, and manage nodes in your scenes
- Script Commands: Edit, analyze, and create GDScript files
- Scene Commands: Manipulate scenes and their structure
- Project Commands: Access project settings and resources
- Editor Commands: Control various editor functionality
git clone https://github.com/ee0pdt/godot-mcp.git
cd godot-mcp
cd server
npm install
npm run build
# Return to project root
cd ..
-
Edit or create the Claude Desktop config file:
# For macOS nano ~/Library/Application\ Support/Claude/claude_desktop_config.json
-
Add the following configuration (or use the included
claude_desktop_config.json
as a reference):{ "mcpServers": { "godot-mcp": { "command": "node", "args": [ "PATH_TO_YOUR_PROJECT/server/dist/index.js" ], "env": { "MCP_TRANSPORT": "stdio" } } } }
Note: Replace
PATH_TO_YOUR_PROJECT
with the absolute path to where you have this repository stored. -
Restart Claude Desktop
- Open Godot Engine
- Select "Import" and navigate to the cloned repository
- Open the
project.godot
file - The MCP plugin is already enabled in this example project
After setup, you can work with your Godot project directly from Claude using natural language. Here are some examples:
@mcp godot-mcp read godot://script/current
I need help optimizing my player movement code. Can you suggest improvements?
@mcp godot-mcp run get-scene-tree
Add a cube in the middle of the scene and then make a camera that is looking at the cube.
@mcp godot-mcp read godot://scene/current
Create an enemy AI that patrols between waypoints and attacks the player when in range.
- "Create a main menu with play, options, and quit buttons"
- "Add collision detection to the player character"
- "Implement a day/night cycle system"
- "Refactor this code to use signals instead of direct references"
- "Debug why my player character falls through the floor sometimes"
godot://script/current
- The currently open scriptgodot://scene/current
- The currently open scenegodot://project/info
- Project metadata and settings
get-scene-tree
- Returns the scene tree structureget-node-properties
- Gets properties of a specific nodecreate-node
- Creates a new nodedelete-node
- Deletes a nodemodify-node
- Updates node properties
list-project-scripts
- Lists all scripts in the projectread-script
- Reads a specific scriptmodify-script
- Updates script contentcreate-script
- Creates a new scriptanalyze-script
- Provides analysis of a script
list-project-scenes
- Lists all scenes in the projectread-scene
- Reads scene structurecreate-scene
- Creates a new scenesave-scene
- Saves current scene
get-project-settings
- Gets project settingslist-project-resources
- Lists project resources
get-editor-state
- Gets current editor staterun-project
- Runs the projectstop-project
- Stops the running project
- Ensure the plugin is enabled in Godot's Project Settings
- Check the Godot console for any error messages
- Verify the server is running when Claude Desktop launches it
- Reload Godot project after any configuration changes
- Check for error messages in the Godot console
- Make sure all paths in your Claude Desktop config are absolute and correct
If you want to use the MCP plugin in your own Godot project:
- Copy the
addons/godot_mcp
folder to your Godot project'saddons
directory - Open your project in Godot
- Go to Project > Project Settings > Plugins
- Enable the "Godot MCP" plugin
Contributions are welcome! Please feel free to submit a Pull Request.
For more detailed information, check the documentation in the docs
folder:
This project is licensed under the MIT License - see the LICENSE file for details.