ClaudeMap

Godot MCP

An in-engine Godot plugin that exposes 59 tool families and 1,820+ editor operations over MCP — scene building, tilemaps, physics, shaders and live game control, fully local.

MCP Serversmcpgodotgamedeveditor-automationgdscript

Godot MCP connects AI coding assistants to the Godot editor through a pair of pure-GDScript addons (godot_ai and godot_omni) plus a small MCP bridge your client runs via uvx — no npm packages, no accounts, no cloud; everything stays on the machine. The README documents 59 tool families and 1,820+ operations: node and scene management with undo/redo, GDScript create/patch/validate, tilemap painting with rotation rules, collision auto-fitting, procedural meshes, shaders and materials, animation tracks, InputMap binding, editor screenshots, structured log streaming, ClassDB reflection (omni_eval), and launching and steering the running game. A native dock beside the Inspector shows live activity, connection diagnostics and memory indicators. Works with Godot 4.1 through 4.8+ (standard and .NET editions) on Windows, macOS and Linux; Claude Code, Cursor, Antigravity, VS Code/Cline, Windsurf, Copilot and Codex are listed as clients. MIT, latest release v5.0.14.

What it does

  • Pure in-engine plugin: drop two addons into the project, enable them, and a Godot MCP dock appears beside the Inspector — no npm, no accounts, no cloud
  • Full editor surface over MCP: nodes, scenes, scripts, tilemaps, physics, meshes, shaders, animation, input, UI trees, screenshots and logs
  • Drives the running game: launch, stop, restart and diagnose a live play session from the chat
  • Universal engine support: Godot 4.1–4.8+ standard and .NET editions; clients connect via a single uvx-run bridge command

When to use it

Godot developers who want the agent to actually touch the editor — build and iterate scenes, paint tilemaps, fit collisions, then run the game and read its logs — instead of only writing scripts the human has to wire in by hand.

Getting started

# 1. download the release archive from GitHub Releases and extract addons/ into your project
# 2. in Godot: Project -> Project Settings -> Plugins, enable "Godot MCP Core" and "Godot MCP Omni"
# 3. point your MCP client at the bridge (README-documented uvx form):
{
  "mcpServers": {
    "godot-mcp": {
      "command": "uvx",
      "args": ["--from", "git+https://github.com/bebabinlarsson-blip/Godot-MCP.git", "godot-ai"]
    }
  }
}

Things to know

The README's badge still says v5.0.5 while the latest release is v5.0.14 — grab the newest archive from the Releases page rather than copying the README's filename. Tool-family and operation counts (59 / 1,820+) are the project's own documentation. The reflection and GDScript-evaluation tools can run arbitrary engine code, so scope what you let the agent do in shared projects. The bridge needs the uv toolchain and Python 3.11+. MIT.

Repository

bebabinlarsson-blip/Godot-MCP

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