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Godot MCP Runtime

npm version npm downloads License: MIT Node.js

An MCP server that gives AI assistants direct access to a running Godot 4.x game. Not just file editing, not just scene manipulation. Actual runtime control: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.

When you run a project through this server, it injects a lightweight UDP bridge as an autoload, and suddenly the AI can interact with your game the same way a player would: press keys, click buttons, read what's on screen, and run arbitrary code against the live scene tree.

The distinction matters: the AI doesn't just write your game, it can check its work.

No addon required. Most Godot MCP servers that offer runtime support ship as a Godot addon — something you install into your project, commit to version control, and manage as a dependency. This server does none of that. The bridge script is injected on run_project and removed on stop_project. Your project files are left exactly as they were. All you need is Node.js and a Godot executable — no addon installation, no project modifications, no cleanup.

godot-runtime-mcp MCP server

Think of it as Playwright MCP, but for Godot. Playwright lets agents verify that a web app actually works by driving a real browser. This does the same thing for games: run the project, take a screenshot, simulate input, read what's on screen, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.

This is not a playtesting replacement. It doesn't catch the subtle feel issues that only a human notices, and it won't tell you if your game is fun. What it does is let an agent confirm that a scene loads, a button responds, a value updated, a script ran without errors. That's a fundamentally different development workflow, and it's what this server is built for.

Every operation is its own tool with only its relevant parameters — no operation discriminators, no conditional schemas. Each tool teaches agents how to use it through its description and response messages: what to call next, when to wait, and how to recover from errors.

What It Does

Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, manage UIDs, validate GDScript. All the standard operations, no editor window required.

Runtime bridge. When run_project is called, the server injects McpBridge as an autoload. This opens a UDP channel on port 9900 (localhost only) and enables:

  • Screenshots: Capture the viewport at any point during gameplay
  • Input simulation: Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, and timed waits
  • UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
  • Live script execution: Compile and run arbitrary GDScript with full SceneTree access while the game is running

Background mode. Pass background: true to run_project and the Godot window moves off-screen with physical input blocked — borderless, unfocusable, mouse-passthrough. Programmatic input, screenshots, and all runtime tools work exactly the same. Useful for automated agent-driven testing where the window shouldn't be visible or interactive.

The bridge cleans itself up automatically when stop_project is called. No leftover autoloads, no modified project files.

Quick Start

Prerequisites

That's it. No Godot addon, no project modifications.

Configure Your MCP Client

Add the following to your MCP client config. Works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.

Zero-install via npx (recommended):

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["-y", "godot-mcp-runtime"],
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

Or install globally:

npm install -g godot-mcp-runtime
{
  "mcpServers": {
    "godot": {
      "command": "godot-mcp-runtime",
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

Or clone from source:

git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build
{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to>/godot-mcp-runtime/dist/index.js"],
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it. Set "DEBUG": "true" in env for verbose logging.

Verify

Ask your AI assistant to call get_project_info. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working.

Tools

Project Management

Tool Description
launch_editor Open the Godot editor GUI for a project
run_project Run a project in debug mode and inject the MCP bridge. Pass background: true to hide the window
stop_project Stop the running project and remove the bridge
get_debug_output Read stdout/stderr from the running project
list_projects Find Godot projects in a directory
get_project_info Get project metadata and Godot version

Runtime (requires run_project first)

After calling run_project, wait 2-3 seconds for the bridge to initialize before using these tools.

Tool Description
take_screenshot Capture a PNG of the running viewport
simulate_input Send batched input: key, mouse, click_element, action, wait
get_ui_elements Get all visible Control nodes with positions, types, and text
run_script Execute arbitrary GDScript at runtime with full SceneTree access

Scene Editing (headless)

All mutation operations save automatically. Use save_scene only for save-as (newPath) or to re-canonicalize a .tscn file.

Tool Description
create_scene Create a new scene file
add_node Add a node to an existing scene (supports promoted spatial params)
load_sprite Set a texture on a Sprite2D, Sprite3D, or TextureRect
save_scene Re-pack and save the scene, or save-as with newPath
export_mesh_library Export scenes as a MeshLibrary for GridMap
batch_scene_operations Run multiple add_node/load_sprite/save ops in a single Godot process

Node Editing (headless)

All mutation operations save automatically.

Tool Description
get_scene_tree Get the full scene tree hierarchy (use maxDepth: 1 for shallow listing)
get_node_properties Read properties from a node
batch_get_node_properties Read properties from multiple nodes in one process
set_node_property Set a property on a node
batch_set_node_properties Set multiple properties in one process
attach_script Attach a GDScript to a node
duplicate_node Duplicate a node within the scene
delete_node Remove a node from the scene
get_node_signals List all signals on a node with their connections
connect_signal Connect a signal to a method on another node
disconnect_signal Disconnect a signal connection

Project Config (no Godot process required)

These tools edit project.godot directly or read the filesystem. Safe to use even when autoloads are broken.

Tool Description
list_autoloads List all registered autoloads with paths and singleton status
add_autoload Register a new autoload
remove_autoload Unregister an autoload by name
update_autoload Modify an existing autoload's path or singleton flag
get_project_settings Read settings from project.godot by section and key
get_project_files Get the project file tree with types and extensions
search_project Search for a string across project source files
get_scene_dependencies List all resources a scene depends on

Validation: validate

Validate before attaching or running. Catches syntax errors and missing resource references before they cause headless crashes or runtime failures. Supports scriptPath, source (inline GDScript), scenePath, or a targets array for batch validation.

UIDs: manage_uids (Godot 4.4+)

Operation Description
get Get a resource's UID
update Resave all resources to update UID references

Architecture

src/
├── index.ts                # MCP server entry point, routes tool calls
├── tools/
│   ├── project-tools.ts    # Project, runtime, autoload, filesystem, search, settings
│   ├── scene-tools.ts      # Scene creation, node addition, sprite loading, batch ops, UIDs
│   ├── node-tools.ts       # Node properties, scripts, tree, duplication, signals
│   └── validate-tools.ts   # GDScript and scene validation
├── scripts/
│   ├── godot_operations.gd # Headless GDScript operations
│   └── mcp_bridge.gd       # UDP autoload for runtime communication
└── utils/
    └── godot-runner.ts     # Process spawning, output parsing, shared validation helpers

Headless operations spawn Godot with --headless --script godot_operations.gd, perform the operation, and return JSON. Runtime operations communicate over UDP with the injected McpBridge autoload.

How the Bridge Works

When run_project is called:

  1. mcp_bridge.gd is copied into the project directory
  2. It's registered as an autoload in project.godot
  3. The project launches with the bridge listening on 127.0.0.1:9900
  4. Runtime tools send JSON commands to the bridge and await responses
  5. When stop_project is called, the autoload entry and bridge script are removed

Files generated during runtime (screenshots, executed scripts) are stored in .mcp/ inside the project directory. This directory is automatically added to .gitignore and has a .gdignore so Godot won't import it.

Broken Autoloads

If any registered autoload fails to initialize (syntax error, missing resource, display dependency), Godot's headless process will crash before any operation runs. Use list_autoloads and remove_autoload to inspect and remove the failing autoload. These tools edit project.godot directly, with no Godot process involved.

Acknowledgments

Built on the foundation laid by Coding-Solo/godot-mcp for headless Godot operations.

Developed with Claude Code.

License

MIT

About

A TypeScript MCP server that lets AI assistants interact with the Godot 4.x game engine: not just editing files, but playing the game.

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