Godot MCP Runtime
MCP server for Godot 4: headless scene editing and running the game with screenshots, input and profiling, no addon needed
- 97 ★ on the repository
- Last commit
- MIT
Broad access
Why this level
- The agent runs arbitrary GDScript and simulates input in the running game
- The server launches a Godot process and creates and edits scene and script files in the project
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add mcp/godot-mcp-runtimeDetects 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 runs arbitrary GDScript and simulates input in the running game
- The server launches a Godot process and creates and edits scene and script files in the project
This is third-party code. Review the repository files before installing.
What it does
Godot MCP Runtime gives an agent two groups of abilities for Godot 4. The first is editing without an editor window: creating scenes, adding nodes, setting properties, attaching scripts and signals, and validating GDScript. The second is controlling a running game: after `run_project` the server injects the `McpBridge` autoload with a TCP listener on localhost. Through the bridge the agent takes screenshots (a 960x540 preview plus a full PNG with a check whether the frame is blank), simulates input in batches of actions, walks the live tree of Control nodes with positions and text, runs GDScript with SceneTree access and captures a profile of functions, FPS and render stages. `render_movie` renders a set number of frames in a separate short run and reports whether they are blank or moving. The server needs no addon: it starts with `npx -y godot-mcp-runtime`, nothing is committed to the project, and the bridge cleans up on exit. `background: true` hides the game window and `attach: true` connects to a game launched by an outside process. Several projects can run at once.
Who it is for. Game developers on Godot 4.5 and later who build with Claude Code or Cursor and want the agent to check its work by running the game.
Good fit when
- The agent added a button and you need to confirm the scene loads and the button responds
- You want to assemble a scene from nodes and scripts without manual editor work
- The game lags and you need the costliest GDScript functions from a profile
- You want to verify the UI on the live node tree
- CI or a debugger launches the game and the agent must connect through `attach`
Not a fit when
- You need to judge whether the game is fun: the README says the tool does not replace human playtesting
- The project uses Godot 3 or a version below 4.5: the server targets Godot 4.5 and later
- You want an in-editor addon with a graphical panel: there is no addon here
Example request
Run my project, click the Play button in the main menu and take a screenshot to confirm the first scene loaded.MCP
- Transport
- stdio
- Authentication
- not required
Environment variables
GODOT_PATHrequired- Path to the Godot executable
DEBUG- Enables server debug output
GODOT_MCP_DISABLE_ELICITATION- Disables confirmation requests to the client
Limitations
Node.js 20 or later and Godot 4.5 or later are required, and the Godot executable path goes in `GODOT_PATH`. Live GDScript runs with full access to the running game's scene tree, so use it on your own projects. In `attach` mode `get_debug_output` has nothing to return: stdout and stderr flow only from processes MCP started itself. In background mode the window is hidden on Windows and moved off-screen elsewhere, and mouse input may still pass through the window. The server cannot tell you whether the game is fun.
How to disable. Remove the `godot` block from the MCP configuration. If you installed globally, run `npm uninstall -g godot-mcp-runtime`; nothing remains in the project.
FAQ
Do I need a Godot addon?
No. The server injects a temporary `McpBridge` autoload when the game runs and removes it on stop, and nothing reaches version control.
How do I check the server is connected?
Ask the agent to call `check_project`. A Godot version string such as `4.5.stable` means it works.
How is it different from servers with an addon?
Most servers that control a running game install an addon in the project and want it committed. Here only the `npx` launch is needed, and runtime control still works.
Which Godot versions are supported?
Godot 4.5 and later, with Node.js 20 or higher.
Can the agent run its own code in the game?
Yes. The live GDScript tool compiles and runs arbitrary code with access to the running game's SceneTree, so use it on your own projects.
Discussion
No questions or reviews yet.
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Comparison with similar tools
Cards that share the main search query, and how they differ.
| Tool | Official | Authentication | Repository stars | Main difference |
|---|---|---|---|---|
| Godot MCP Runtime (this card) | no | not required | 97 | |
| Godot MCP Toolkit | no | not required | 131 | a Godot toolkit without a run-the-game runtime bridge |
| Godot MCP Enhanced | no | not required | 104 | an enhanced Godot MCP with an addon in the project |
README in short
The README covers editing without the editor and control of a running game, the localhost bridge, background mode and attach mode. It has a comparison with other Godot servers, a quick start with an `npx` configuration, a documentation list for tools and acknowledgments.