godot-mcp
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- License — License: MIT
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Bu listing icin henuz AI raporu yok.
Client-neutral Godot editor and runtime automation via MCP. Windows x64 portable release, 83 tools, animation authoring, and easy setup.
Godot MCP
Built-in Godot editor and runtime automation for compatible AI coding agents.
One standard Model Context Protocol (MCP) bridge, independent of any agent brand.
Download
Get Godot MCP 0.3.0 for Windows x64
· Quick start · Verification and support scope
The portable ZIP contains everything needed to connect an agent to this editor:
| Included | Details |
|---|---|
| Godot editor | Custom Godot 4.8-dev, with built-in MCP and a console companion. |
| MCP bridge | 83 tools; bundled Node.js and locked production dependencies. |
| Windows exports | Matching x64 debug/release templates and console companions, preinstalled. |
| Easy setup | Double-click setup and connection-check launchers; no separate npm install or compilation. |
| Release evidence | Source/file manifest, SHA-256 checksums, and the passing verification report. |
This is a custom development build, not an official stable Godot release.
Back up projects first. Binaries are unsigned. Only Windows x64 binaries and
templates are provided; other platforms are not release-verified.
Start in five steps
- Download the ZIP and extract it into a permanent writable folder.
- Open your game project in the bundle's Godot.exe.
- Enable Editor Settings > Network > Godot MCP.
- Run Setup.cmd to choose your agent, or Setup-OpenCode.cmd for OpenCode.
- Refresh/reopen the agent, then run Check-Connection.cmd.
Setup supports Codex, OpenCode, Hermes, Antigravity, Claude Code, and Claude
Desktop configurations. It backs up existing files and preserves unrelated
settings. Standard MCP stdio also works with other compatible clients through
manual configuration export. Application-specific compatibility is not a claim
that every agent version has been tested.
Read the quick start for upgrades, project selection,
troubleshooting, and safe removal. The editor must stay open while tools are used.
What agents can do
- Scenes and resources: inspect nodes, create/edit scenes and resources,
connect signals, import assets, and apply guarded multi-operation scene patches. - Scripts: inspect editor buffers, validate GDScript, reload safely, and use
bounded language queries without silently discarding unsaved work. - Animation authoring: inspect and edit libraries, clips, all track/key
types, nested AnimationTree graphs, state machines, blend spaces, and filters. - Animation playback: inspect and control owned debug runs through all 16
animation actions, including transitions, one-shots, typed parameters, and
root motion. - Runtime debugging: inspect owned game runs, read/write properties, call
methods, pause/step/resume, inject input, capture viewports, and read diagnostics.
Graph/animation patches use scene-version guards, local resource copies, dry
runs, and one undo action. Saving is explicit. Ordinary non-@tool AnimationTree
controller scripts and exported values are preserved; unsafe editor-executing
scripts and custom scripted AnimationNodes remain restricted.
flowchart LR
Agent[Compatible MCP client] <-->|stdio| Bridge[Node.js MCP bridge]
Bridge <-->|localhost JSON-RPC| Editor[Godot MCP editor]
Editor <-->|owned debug session| Runtime[Game runtime]
The editor endpoint binds to localhost. Its internal TCP port is not an HTTP
MCP URL. Agents can change projects: review changes and use version control.
Cancellation/timeouts stop waiting, not necessarily an already-dispatched edit.
Release exports do not expose the debug-only MCP runtime integration.
Verified release
The 0.3.0 package passed all 11 release gates, covering dependency auditing,
bridge tests, native regressions, packaged setup/discovery, real editor
restart/reconnect and moved-bundle checks, animation/protocol/runtime/settings
workflows, and Windows exports.
- 90 native MCP tests / 2,234 assertions, plus 3 UndoRedo tests / 51 assertions.
- 89 default bridge tests passed; the optional editor workflows were run through
the separate isolated release checks, not inferred from skipped tests. - Actual Windows debug/release exports and all four standalone main/console runs.
- No reported dependency vulnerabilities; archive CRCs, inventory and entry
hashes checked before upload.
The downloadable release is pinned to godot-mcp-v0.3.0, source commite36894e167. master may include subsequent documentation updates. See the
attached verification report and MCP_STATUS.md for exact evidence
and limits; these checks do not certify every GPU driver, renderer, extension or
game project.
Source and documentation
| Area | Reference |
|---|---|
| User setup and troubleshooting | Quick start · Bridge guide |
| Tool contracts | Automation tools · Animation tools |
| Architecture | Design and safety |
| Native editor integration | editor/debugger/godot_mcp |
| Runtime integration | scene/debugger/godot_mcp_runtime_debugger.cpp |
| Standard MCP bridge and setup | misc/godot_mcp_bridge |
| Build, tests and packaging | Reproduction guide |
| Current verification and boundaries | Release status |
For source development, build the bridge with npm ci, npm run build, andnpm test inside misc/godot_mcp_bridge. Native editor/template builds require
the Godot build toolchain; use the reproduction guide rather than the portable
user setup instructions.
Upgrading from the old OpenCode-only fork
The maintained implementation is now godot_mcp / godot_mcp_bridge, with editor
settings under network/godot_mcp. Register the new godot connection and disable
the legacy godot-opencode registration separately. Do not run both bridges.
Support and contributions
Report an MCP/setup bug
· Request an MCP feature
· Contribute
Include the release, editor and client versions and a small reproduction.
Remove credentials and private paths from diagnostics; never attach session.json
or a complete client configuration. Engine problems that also reproduce in an
official Godot build belong in the upstream engine tracker.
Upstream and license
This project is a fork of Godot Engine, the free and
open-source 2D/3D engine. It is not an official Godot distribution. Godot and the
MCP integration use the MIT license; bundled third-party terms
remain in COPYRIGHT.txt and the release notices.
Upstream source ·
Official Godot documentation ·
Godot contributors · Contributing
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