Skip to content

godot-mcpBuild your Godot game by talking to your AI

Your AI assistant drives a live Godot editor — inspecting, editing, running, and double-checking its own work, with every change undoable. No more editing files blind.

See it catch a mistake ​

Ask your assistant to add a node inside an instanced scene:

text
> add a marker node under Relic/Cold

{ "node_path": "Relic/Cold/Marker", "created": true,
  "persisted": false,
  "reason": "instanced_child_not_editable",
  "hint": "'Relic/Cold' is inside the instanced scene 'Relic', which doesn't have
           Editable Children enabled — the change shows in the editor but won't be
           saved. Enable Editable Children on 'Relic', or target a node the scene owns." }

A file-blind agent would just say "done." godot-mcp tells you what will actually be saved — and exactly how to fix it. That honesty is the whole point.

Start in about two minutes ​

  1. Add the addon — install Godot Editor MCP - Addon from the Godot Asset Store, then switch it on in Project → Project Settings → Plugins.
  2. Point your AI assistant at it with one line in its MCP config (for Claude Code: claude mcp add godot -- uvx godot-editor-mcp).
  3. Tell it what you want — "add a player that jumps", "make the jump feel snappier", "why does it crash on start?".

New to all this? Start with your AI agent walks it through step by step — your assistant does the installing. Prefer to do it yourself? Manual setup.

Two ways in ​

Where to go next ​

  • Get started — install, connect, and drive your first session
  • Guides — build a scene, play-test & debug, verify your work, ship
  • Concepts — how it works, and why it's built this way
  • Reference — every tool, safety class, error code, and setting
  • Under the hood — the bridge, the envelope, gating, and safety

For AI agents. This site ships llms.txt (a page index) and llms-full.txt (the whole site in one fetch).

194 tools · 29 toolsets · contract version 1