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Set up with your AI agent ​

You don't need a terminal, and you don't need to know what MCP is. This page is for people who make things in Godot and use an AI assistant (Claude, Codex, ChatGPT…). The assistant does the setup; you make the game.

Already comfortable with terminals and MCP? The technical setup and the architecture / reference sections are for you — this page is the friendly on-ramp for everyone else.

What this gives you ​

Once it's connected, your assistant works directly inside your real Godot project:

  • create and arrange scenes and nodes,
  • write and fix GDScript,
  • run the game and read the errors,
  • and check its own work — with every change landing on Godot's own undo stack, so you can Ctrl+Z anything it does.

You stay in Godot; the assistant works through the editor you already have open.

What you need ​

  • Godot 4.4 or newer, with your project open.
  • An AI assistant that can run commands and edit files — for example Claude Code, OpenAI Codex, or OpenCode. A plain chat window can't install things for you (see Not using a coding assistant? below).
  • That's everything — the assistant installs godot-mcp itself.

Step 1 — Open your project in Godot ​

Have your Godot project open in the editor. Any project works; a brand-new empty one is fine to start.

Step 2 — Ask your assistant to set it up ​

Open your assistant in your project's folder and paste this:

text
Set up godot-mcp for my Godot project so you can drive the editor.

1. Install the server: run `pip install godot-editor-mcp`. (If pip is unavailable, don't
   install anything else — `uvx godot-editor-mcp` runs it on demand and is enough.)
2. Register godot-mcp as an MCP server for yourself, launching it with the command
   `uvx godot-editor-mcp` over stdio. Use the correct MCP-config method for your client
   (for Claude Code that is: `claude mcp add godot -- uvx godot-editor-mcp`).
3. Install the Godot addon into my project: download the latest `godot_mcp_addon.zip`
   from https://github.com/hybridindie/godot-mcp/releases/latest and unzip it into my
   project folder (it adds `addons/godot_mcp/`).
4. Install the godot-mcp AI skills into your own skills directory so you know how to work
   here — they teach you to enable toolsets on your own, read the result verdicts, and
   avoid the common Godot pitfalls. Clone https://github.com/hybridindie/godot-mcp and run
   `./scripts/install-skills.sh --copy`, or copy the `skills/*` folders into your skills
   directory. Reload your skills when done.
5. When that's done, tell me to enable the addon: in Godot, Project → Project Settings →
   Plugins → enable "Godot Editor MCP - Addon".
6. Once I confirm, verify the connection by calling `godot_health_check` and
   `godot_get_server_info`, and tell me the version it reports.

Ask me for my project folder path if you're not sure where it is.

Step 3 — Enable the addon (the one click that's yours) ​

In Godot: Project → Project Settings → Plugins, and switch on Godot Editor MCP - Addon. A small status dock appears at the bottom of the editor. When its dot turns green, the assistant is connected and ready.

The godot-mcp status dock: a green Connected dot, the Godot version and bridge URL, the active scene and selected node, the last undoable action, the enabled toolsets, and a recent-command log showing what the assistant has been doing.

A green dot means connected. The recent-command log at the bottom shows exactly what the assistant has been doing, and the Last action row is undoable with Ctrl+Z.

Step 4 — Check it worked ​

Tell your assistant:

text
Run a health check on godot-mcp and tell me whether the Godot editor is connected.

If it reports connected (and its version matches what it installed), you're set.

Now make something ​

Just describe what you want, in plain language:

  • "Create a new scene with a player that moves with the arrow keys."
  • "Add a HUD showing the player's health, top-left."
  • "The jump feels too floaty — make it snappier."
  • "Run the game and tell me about any errors."
  • "Set up a main menu with Play and Quit buttons."

The assistant turns that into editor actions; you watch them happen in Godot and undo anything you don't like.

What the assistant can do ​

You say…What happens in Godot
"build / change a scene"nodes, properties, and signals — with undo
"write / fix this script"GDScript written into your project, with a parse check
"run it and tell me what breaks"the game runs; errors and warnings come back
"test that X works"live checks and screenshots
"export a build"Web / desktop builds

Things worth knowing ​

  • It asks before destroying. Deleting or overwriting needs your OK first; previews are free.
  • Everything is undoable. The assistant's changes sit on the same undo stack as yours — Ctrl+Z works.
  • It can't see your screen — but a vision-capable assistant can screenshot the editor or the running game to look at the scene. It still can't watch you, so answer its questions and keep an eye on the editor.
  • Better assistants go further. Claude Code and Codex can run the setup and chain many steps; a small local model may need more back-and-forth.

If something's off ​

What you seeWhat to do
"Godot bridge is not connected"Make sure Godot is open with the addon enabled and the dock dot green.
The dock dot stays grey or redRestart Godot, or toggle the plugin off and on again.
"unknown tool"Ask the assistant to "enable the toolset it needs first."
The assistant can't find GodotTell it where your Godot app and project folder are.
It broke after an updateAsk the assistant to reinstall the addon from the latest release.

Still stuck? Point the assistant at the workflow prompts (including troubleshoot) — they're written for exactly this.

Not using a coding assistant? ​

The setup above needs an assistant that can run commands and edit files. If you only have a chat window (no agent), ask a technical friend to do the technical install once — after that, any MCP-capable assistant can use it.


Technical readers. If you want the internals — or to contribute — the rest of these docs are for you: start at Concepts or Under the hood, and see CONTRIBUTING.md.

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