Godot MCP Native
An MCP server for Godot 4 that runs inside the editor: the agent edits scenes, nodes and scripts, runs the project and reads the debugger, no Node.js
- 863 ★ on the repository
- Last commit
- MIT
Broad access
Why this level
- The execute-script and execute-editor-script tools run GDScript in the editor and in the running game, and script modification writes project files
- The HTTP server listens on port 9080 and by default needs no token, so protection has to be switched on by hand
Install
- Works in
Manual install
{
"mcpServers": {
"godot-mcp": {
"url": "http://localhost:9080/mcp"
}
}
}The server must be running in the open editor. If token authentication is on, add a headers field with Authorization: Bearer and your token.
Access and checks
How we reviewBroad accessThe tool can change data, run commands or handle secrets.
- The execute-script and execute-editor-script tools run GDScript in the editor and in the running game, and script modification writes project files
- The HTTP server listens on port 9080 and by default needs no token, so protection has to be switched on by hand
This is third-party code. Review the repository files before installing.
What it does
Godot MCP Native is an MCP server for Godot packaged as an editor plugin. It is written in GDScript and runs inside the Godot 4 editor itself, so Node.js and third-party packages are not needed. The agent connects over HTTP to http://localhost:9080/mcp, the port is configurable, and gets 155 tools: 30 core and 125 supplementary. The tools fall into six groups. Nodes: create, properties, signals, groups, batch edits as a single undo step. Scripts: read, create, syntax checks for GDScript and C#, symbol search and rename. Scenes: structure, saving, tabs. Editor: run and stop the project, screenshots, export presets. Debug: breakpoints, stack, variables, profilers and a probe inside the running game. Project: settings, resources, tests, input map. For agents with shell access (Codex, Claude Code, Cursor) the author offers the gdmcp command line. It has about 33 domain commands, and schemas of supplementary tools load on demand, so all 155 descriptions stay out of the model context. The skills/gdmcp folder holds a companion skill that teaches the agent to use that command.
Who it is for. For Godot 4 game developers who want an agent in Claude Code, Cursor, Codex or Cline to edit scenes, nodes and scripts in the open editor and to debug the running game.
Good fit when
- You need a scene built from a description: nodes, properties, signals, script attachment, with editor changes undoable in one step
- A GDScript or C# file needs a syntax check, a symbol definition lookup and a project-wide rename
- The game is running and the agent has to stop it at a breakpoint, read the stack and variables or change a property of a live node
- The agent works in a terminal and you want a compact gdmcp call instead of loading hundreds of tool schemas into context
- Several Godot projects are open at once and each needs its own port through the --mcp-port flag
Not a fit when
- The project uses Godot 3 or another engine: the plugin targets Godot 4.x, 4.5 or newer is recommended
- You need no plugin in the project, only a server the agent starts itself through npx: Godot MCP fits, it works through command-line processes
- You need a server with a separate local process and a WebSocket bridge to the editor: Godot AI uses that design
- The agent runs in a cloud web interface and cannot reach localhost: the server is available only on the machine with the open editor
Example request
Create a main menu with Play, Options and Quit buttons, attach a level-loading script to Play and check the script for errorsMCP
- Transport
- http
- Authentication
- not required
Limitations
- The server runs while a Godot 4.x editor is open or the `--mcp-server` mode is running; without an editor there are no tools.
- The quick start guide marks stdio mode as unavailable; the working option is HTTP on port 9080.
- Token authentication is switched on with the `auth_enabled` parameter; by default access needs no token, and for network access the author recommends HTTPS.
- Documentation in docs/current is mostly in Chinese; the main file comes in English and Chinese.
- This is a community plugin, not affiliated with Godot Engine or Anthropic. Version 1.0.8, MIT license.
- Claude Desktop needs the `mcp-remote` bridge, installed through npm.
How to disable. In Godot open Project Settings, the Plugins tab, and set Godot MCP Native to Disable; the server stops. Then remove the godot-mcp entry from your agent's MCP settings. The addons/godot_mcp folder can be deleted from the project.
FAQ
How do I connect the Godot MCP server to Cursor or Cline?
Enable the plugin in Project Settings, Plugins tab, and start the server from the MCP panel. For Cursor set the url http://localhost:9080/mcp in MCP settings. For Cline add the same address with type streamableHttp. If token authentication is on, add an Authorization: Bearer header with your token.
Does Godot MCP Native need Node.js?
No, the server is written in GDScript and runs inside the editor. Node.js is needed only for Claude Desktop, where npm installs the mcp-remote bridge that forwards requests to http://localhost:9080/mcp.
How many tools does Godot MCP Native have and will they overload the context?
There are 155: 30 core and 125 supplementary. To keep all schemas out of the context the author built the gdmcp command line: about 33 domain commands, with schemas of supplementary tools requested on demand.
How do I install Godot MCP Native through AssetLib?
Open the Godot project, go to the AssetLib tab in the editor, search for Godot MCP Native, click Download and Install. Then enable the plugin in Project Settings, Plugins tab. The second way is to copy the addons/godot_mcp folder from the repository into the project's addons folder.
Can the server start without the editor window?
Yes. The command godot --editor --path /path/to/project -- --mcp-server starts the server headless, with settings read from user://mcp_settings.cfg. Flags --mcp-port=N and --mcp-transport=MODE override port and transport, so several projects can run in parallel.
Can the server debug a running game?
Yes, debugging has 71 tools: breakpoints, stack and variables, profilers. The probe that the server adds to a scene with install-runtime-probe lets the agent read the tree of the running game, change properties of live nodes, call their methods and wait for a condition.
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 |
|---|---|---|---|---|
| Godot MCP Native (this entry) | no | not required | 863 | |
| Godot MCP | no | not required | 6,420 | launches Godot through command-line processes via npx, with no plugin in the project |
| Godot AI | yes | API key | 3,271 | a plugin plus a separate local Python server, linked to the editor over WebSocket |
| Godot MCP Full Control | no | not required | 506 | a Node.js server with 157 tools, some of which work without a running editor |
README in short
The repository holds the plugin in addons/godot_mcp, the gdmcp command-line source with release binaries for macOS, Linux and Windows, the skills/gdmcp skill and a documentation folder with a quick start, architecture, tool and CLI references and a testing guide. The main file includes connection examples for Claude Desktop, Cursor, Cline, OpenCode and Codex, a command list and security recommendations.