Godlink MCP: AI agent access to the Godot editor
Godlink MCP
An MCP server and plugin for Godot 4.4+: the agent edits scenes and scripts in the editor, runs the game and reads errors
- 446 ★ on the repository
- Last commit
- MIT
Broad access
Why this level
- The agent writes and deletes project files and folders and edits scripts and project settings
- The tools run the game from the editor, send it input and read logs
- The server listens on local port 6505 for the link to Godot and on port 6510 for the visualizer, where code is edited right in the browser
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add mcp/godlink-mcpDetects the agents on your machine, shows the access level and pins the version.
Other ways to install
Access and checks
How we reviewBroad accessThe tool can change data, run commands or handle secrets.
- The agent writes and deletes project files and folders and edits scripts and project settings
- The tools run the game from the editor, send it input and read logs
- The server listens on local port 6505 for the link to Godot and on port 6510 for the visualizer, where code is edited right in the browser
This is third-party code. Review the repository files before installing.
What it does
Godlink MCP, called Godot MCP in the repository, consists of a plugin for the Godot editor and an MCP server written in Node.js. Through the server the agent reads and changes scenes, nodes, properties, scripts and project settings in the open editor, and the plugin carries out those commands. There are 69 tools in seven sets: scene operations (23), project and running the game (28), scripts and files (8), file browsing (4), undo and batching (4), 2D sprite generation from SVG (1) and a visualizer (1). With them the agent builds a whole node tree in one call, assigns textures, shapes, meshes and materials, attaches scripts and signals, runs the game, sends it input, takes screenshots and reads errors and logs. The `map_project` command opens a project visualizer in the browser at localhost:6510: a graph of scripts and their relationships, the variables, functions and signals of a selected script, usage search before refactoring, and scenes with node property editing. Code can be changed right in the visualizer, and the edits sync to Godot.
Who it is for. For game developers on Godot 4.4 or newer who work with Claude, Cursor, Cline or Windsurf and want to hand scene and script edits to the agent.
Good fit when
- You need to assemble a level or scene: the agent builds the whole node tree and sets properties, textures and shapes in one call
- The agent has to run the game, send it input, take a screenshot and read errors without leaving the conversation
- You need to rename or move project files with references updated
- You want to see how scripts connect on a graph and find every usage before a refactor
- You are trying a large edit and want the batch of changes to apply fully or not at all
Not a fit when
- You want the whole game built without your involvement: the author notes the agent is weaker at complex UI, composited scenes and some node properties
- The Godot editor runs on a remote machine: the server accepts connections from the local computer only
- You run several projects in several editor windows at once: only one Godot instance is supported
- Your Godot is older than 4.4: the plugin targets 4.4 and newer
- You want to roll back the agent's edits with Ctrl+Z: Godot's built-in undo cannot see them
Example request
Create a platform scene with a character and a movement script in my Godot project, run the game and send me a screenshot and the errors from the logMCP
- Transport
- stdio
- Authentication
- not required
Limitations
Godot 4.4 or newer and Node.js are required. The server runs on the local machine with no remote connections. Several clients can attach to one editor instance, but they all share a single project.
The plugin writes changes to disk, so Ctrl+Z cannot undo them. To roll back, ask the agent to call the `mcp_undo` tool.
The plugin is in the Godot Asset Store as Godlink MCP. On Godot 4.4 through 4.6 it is found in the AssetLib tab under the name Godot AI Assistant tools MCP, and for a manual install you copy the `addons/godot_mcp/` folder into the project.
How to disable. Disable the plugin on the Plugins tab of Project Settings and remove the `godot` server from the client configuration, in Claude Code with `claude mcp remove godot`. Delete the `addons/godot_mcp/` folder from the project if you want to.
FAQ
How do I connect Godot MCP to Claude Code?
Run `claude mcp add godot -- npx -y godot-mcp-server`, then install the plugin in Godot and enable it in the project settings. After the client and the Godot project restart, the editor shows the connection status.
What do the MCP: Agent Active, No Agent and Disconnected labels mean?
Green Agent Active means a client is connected and working. Orange No Agent means Godot found the server but no client is using it, and restarting the client helps. Red Disconnected means the server is not running: check the Node.js installation and the saved config.
How do I run Godot MCP on Windows?
In the client config, use `cmd` with the arguments `/c`, `npx`, `-y` and `godot-mcp-server`. The other steps match Mac and Linux.
Can I undo what the agent changed?
Yes, through the `mcp_undo` tool: ask the agent to revert an edit. Ctrl+Z in the Godot editor does not work because the plugin writes changes to disk.
How do I open the project map in the browser?
Ask the agent to call `map_project`. A visualizer opens in the browser with the script graph and each script's variables, functions and signals.
Discussion
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Comparison with similar tools
Entries that share the main search query, and how they differ.
| Entry | Official | Authentication | Repository stars | Main difference |
|---|---|---|---|---|
| Godlink MCP: AI agent access to the Godot editor (this entry) | no | not required | 446 | |
| Godot MCP | no | not required | 6,420 | launches the editor, runs projects and edits scenes straight from the agent |
| Godot MCP Full Control | no | not required | 506 | 157 tools for Godot 4, including GDScript and .NET scripts |
| Godot AI | yes | API key | 3,271 | connects Claude Code, Claude Desktop and Codex to a running editor for scenes, scripts and materials |
README in short
The description walks through four steps: install Node.js, install the plugin, add the server to the client config and restart the client along with the project. It then gives a table of tools by category, a diagram of how the client, server and editor talk over a WebSocket on port 6505, and a list of current limitations.