Godot Mcp Runtime
@Erodenn
About Godot Mcp Runtime
A lightweight 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.
Config
Add this server to your MCP-compatible client using the configuration below.
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"-y",
"godot-mcp-runtime"
],
"env": {
"GODOT_PATH": "<path-to-godot-executable>"
}
}
}
}Tools
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Overview
What is Godot MCP Runtime?
A lightweight MCP server that gives AI assistants direct access to a running Godot 4.x game. It injects a UDP bridge as an autoload, enabling input simulation, screenshots, UI discovery, and live GDScript execution — no Godot addon required. Designed for AI-driven game development workflows where the agent can check its own work.
How to use Godot MCP Runtime?
Requires Node.js v18+ and Godot 4.x. Install via npx -y godot-mcp-runtime or npm install -g godot-mcp-runtime. Add the command to your MCP client config (Claude Code, Claude Desktop, Cursor) with the GODOT_PATH environment variable (or omit if Godot is on your PATH). Verify by asking the AI to call get_project_info.
Key features of Godot MCP Runtime
- Runtime bridge injects a UDP autoload on port 9900
- Screenshot capture, batched input simulation, and UI discovery
- Live GDScript execution against the active scene tree
- Headless scene editing: create scenes, add nodes, attach scripts
- Background mode hides the Godot window and blocks physical input
- Manual attach mode for CI or externally launched projects
Use cases of Godot MCP Runtime
- AI verifying its own changes by running the game and checking output
- Automated headless testing of scenes and UI interactions
- Live debugging and inspection of a running Godot project
- Batch scene operations (add nodes, set properties, save) without opening the editor
FAQ from Godot MCP Runtime
What distinguishes this from other Godot MCP servers?
No addon installation is required — the server injects a lightweight UDP bridge at runtime and cleans it up automatically. It is analogous to Playwright MCP, but for Godot games.
What are the runtime dependencies?
Node.js v18+ and a Godot 4.x executable. No Godot addon, no project modifications, no additional dependencies.
Where does runtime data live, and how is security handled?
The UDP bridge listens on localhost port 9900 only. The bridge is injected as a temporary autoload and is removed when stop_project or detach_project is called.
What are the known limitations?
get_debug_output is unavailable in manual attach mode because stdout/stderr only flow through processes the MCP server started itself. The server is not a playtesting replacement and cannot assess game feel or fun.
What transport and authentication does the server use?
The server uses MCP stdio transport. No authentication mechanism is mentioned in the README.
Frequently asked questions
What distinguishes this from other Godot MCP servers?
No addon installation is required — the server injects a lightweight UDP bridge at runtime and cleans it up automatically. It is analogous to Playwright MCP, but for Godot games.
What are the runtime dependencies?
Node.js v18+ and a Godot 4.x executable. No Godot addon, no project modifications, no additional dependencies.
Where does runtime data live, and how is security handled?
The UDP bridge listens on localhost port 9900 only. The bridge is injected as a temporary autoload and is removed when `stop_project` or `detach_project` is called.
What are the known limitations?
`get_debug_output` is unavailable in manual attach mode because stdout/stderr only flow through processes the MCP server started itself. The server is not a playtesting replacement and cannot assess game feel or fun.
What transport and authentication does the server use?
The server uses MCP stdio transport. No authentication mechanism is mentioned in the README.
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