Godot MCP ai-game.dev

A .NET addon lets an agent drive the Godot editor: scenes, nodes, scripts, viewport screenshots and queries in the RQL language

  • 316 ★ on the repository
  • Last commit
  • Apache-2.0
MCP server

Broad access

Why this level

  • The agent writes and deletes project files, scenes and scripts, and script-execute compiles and runs arbitrary C# in the editor
  • By default the addon connects to the ai-game.dev cloud, and editor data passes through that service
  • Sign-in uses OAuth and the credential is saved on the machine for the editor to reuse
All reasons and checks

ivanmurzak/godot-mcp

Install

Manual install

npm install -g godot-cli

Then godot-cli install-plugin ./MyGodotProject downloads the addon, adds NuGet packages to .csproj and enables the plugin in project.godot.

Access and checks

How we review

Broad accessThe tool can change data, run commands or handle secrets.

  • The agent writes and deletes project files, scenes and scripts, and script-execute compiles and runs arbitrary C# in the editor
  • By default the addon connects to the ai-game.dev cloud, and editor data passes through that service
  • Sign-in uses OAuth and the credential is saved on the machine for the editor to reuse

This is third-party code. Review the repository files before installing.

What it does

Godot MCP is a C# addon for the Godot editor that exposes editor operations as MCP tools. Claude, Cursor, Copilot and other agents can create nodes and edit .tscn scenes and .tres and .res resources. The agent also reads and writes C# and GDScript scripts, takes screenshots and calls methods. There are 23 built-in tools in nine families. The core layer is RQL, a query language for the editor. The rql-query, rql-mutate and rql-schema tools read and change nodes, properties, resources and project settings in one query, for example `nodes | where name starts-with "Enemy" | set Visible = false`. Changes are atomic and undoable with ordinary undo, and the `dry_run` option shows the result first. Scripts can be validated and run in the editor: script-validate parses GDScript, script-execute compiles and runs C#. The connection goes to the ai-game.dev cloud or to your own server. godot-cli automates addon setup and sign-in.

Who it is for. For Godot game developers using C# who want an agent to take over editor routine and project setup.

Good fit when

  • You need to create several nodes in a scene from a description, for example three cubes in a circle with radius 2
  • You need to bulk-change node properties by condition without clicking each one, in a single RQL query
  • The agent should see the result: the viewport, a camera or an isolated node through the screenshot tools
  • You need to add input actions, autoloads and layers in project.godot without hand-editing
  • You need to check GDScript for parse errors with the script-validate tool

Not a fit when

  • Your project uses the standard Godot build without C#: the addon will not compile
  • You only need to run the project and debug from a terminal: simpler MCP servers cover that
  • Project data must not go to the cloud and you have nowhere to host your own server

Example request

Create three cubes in a circle with radius 2 in the open scene, name them Cube1 to Cube3 and take a viewport screenshot

MCP

Transport
http
Authentication
OAuth

Limitations

Godot 4.3 or newer in the mono edition (C# and .NET) and the .NET 8 SDK are required. The project must declare the same NuGet packages as the addon, otherwise the code will not compile, and `godot-cli install-plugin` takes care of that.

By default the addon connects to the ai-game.dev cloud and asks for OAuth sign-in; working without the cloud needs your own server. The runtime-errors, console and reflection families serve the running game. In-game error capture is off by default and is enabled in code with `builder.WithRuntimeErrorCapture()`.

How to disable. Disable the godot_mcp plugin in Godot's project settings and delete the addons/godot_mcp folder. Then remove the addon's NuGet packages from .csproj and the server entry from the agent configuration.

FAQ

How do I connect Godot MCP to Claude Code?

Run in order `npm install -g godot-cli`, `godot-cli install-plugin ./MyGodotProject`, `godot-cli login` and `godot-cli setup-mcp claude-code ./MyGodotProject`. Then open the project with `godot-cli open ./MyGodotProject` and the editor connects automatically.

What is RQL and why is it needed?

RQL is a query language for the editor. Three tools replace dozens: rql-query reads, rql-mutate changes nodes, resources and project settings, and rql-schema lists available sources and classes.

Can I work without the ai-game.dev cloud?

Yes, the addon supports your own server. The addon can download and run a local server itself, or you build and run it by hand. There is also a Docker image, aigamedeveloper/mcp-server.

Does the addon support GDScript?

Yes. The tools for reading, creating, editing and deleting scripts work with .cs and .gd files, and script-validate checks GDScript. The addon itself is written in C#.

How is Godot MCP related to Unity-MCP?

It is the same author's counterpart for Godot. The MCP and reflection stack is shared and comes from NuGet, and the connection goes to the same ai-game.dev cloud server or to your own.

Discussion

No questions or reviews yet.

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Comparison with similar tools

Entries that share the main search query, and how they differ.

EntryOfficialAuthenticationRepository starsMain difference
Godot MCP ai-game.dev (this entry)noOAuth316
Godot MCP Nativenonot required863a server inside the Godot 4 editor without Node.js, in GDScript; this is a C# addon with a shared cloud backend and the RQL query language
Godot AIyesAPI key3,271connects Claude Code, Claude Desktop and Codex to a live editor; this addon adds atomic RQL queries with undo and a `dry_run` mode

README in short

The README starts with a godot-cli quick start and a tool reference. Three ways to install the addon, connecting to the cloud or your own server, and use inside a running game follow.

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