Godot Free open-source MCP server + addon

I made a free open-source MCP server that connects your favorite AI chat to your Godot project.

To be clear, it CANT 1 shot an entire game from a single prompt.
What it can do is give better answers to questions about the project because it has access to it and use GDScript tools to: read the console, get errors log, read scenes, read scripts, get node properties, get project settings and much more!

It can even edit scripts, edit scenes, edit node properties but its very limited in usability as AI isn’t very good at gameDev.

I also built a cool visualizer tool that shows all the scripts and scenes as a 2D tree and shows how all the scripts are connected to each other (tested with signals).

Godot MCP Visualizer

check out the GitHub:

chat with me on discord:
Tomyud#6595

Please try my project and let me know your honest opinion! Because it’s MCP server no API key and costs are required (those can be so so expensive).

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How does this differ from GitHub - Coding-Solo/godot-mcp: MCP server for interfacing with Godot game engine. Provides tools for launching the editor, running projects, and capturing debug output.?

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Great question! Both projects share the same goal — connecting AI to Godot via MCP — but take fundamentally different approaches.

Architecture: Coding-Solo’s project works externally — it spawns Godot processes via the CLI to launch the editor, run projects, and capture debug output. Complex operations (creating scenes, adding nodes) are handled by running a bundled GDScript (godot_operations.gd) in headless mode.

This project works from inside the editor — it includes a Godot plugin that runs a WebSocket server directly in the editor process. The MCP server talks to the live editor in real time, so AI can read and manipulate the actual scene tree, node properties, scripts, and project settings without spawning external processes.

In simple terms:
Coding-Solo godot MCP is running external, while my project runs inside the editor using a plugin. The benefits are that the AI is operating alongside the user, and gets context from the editor itself!

For example, it can read scenes, see the active scene and all its nodes, read the console, read the error log, validate scripts, edit scripts/scenes/node_properties, basically do everything a user can INSIDE the editor. Not spawning anything outside of the editor. It’s like a developer that works ALONGSIDE you.

Check it out, and let me know what you think! I need more testers.

can you add skills to agent?

Depends on your IDE and the agentic possibilities there. The agent is using MCP to control Godot. Adding a SKILL for the godot-mcp can help the agent to use it.
I’m using godot-mcp in Antigravity (Google), but for that I have had to build an additional bridge (Antigravity doesn’t support websocket). There I have my own SKILL how to use the godot-mcp.

cant get this to work. even when it says connected but Claude desktop keeps saying Godot is only returning mock data.. any ideas? no errors anywhere.

Any output in Godot?

just the outputs saying it was connected. i think i found the issue tho. for some reason it kept spawning multiple mcp servers . maybe to do with i use Claude in vs aswell. either way i just went back to vscode lol. as it does what’s needed. :slight_smile: thanks for the reply tho.

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yes, make sure you follow this order: make sure you added the addon and enabled it in Godot. once claude is open, restart the godot project and it should work. let me know if you have issues

Hi. I’m having a recurring issue with Godot MCP. The connection keeps dropping—MCP connected, then MCP disconnected. So I can`t do anything

How to configure Codex?

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please try version 0.3.0
its waiting review in the Godot Asset Library but already out in Github

Bug Report for Godot MCP

Issue 1: configure_input_map - deadzone parameter not working

The deadzone parameter in configure_input_map doesn’t actually update the input action’s deadzone value. The setting is ignored silently.

Issue 2: get_input_map - include_deadzones parameter has no effect

Setting include_deadzones=true doesn’t return deadzone information in the response. Deadzone values are always missing.

Issue 3: update_project_settings corrupts input mappings

When using update_project_settings to modify input settings (e.g., input/move_forward ), it deletes the events array , causing all key bindings to be lost. This is a critical bug.

Issue 4: list_settings not synced with project.godot

list_settings returns values from Godot editor’s memory, not from the actual project.godot file. Changes made directly to the file are not reflected even after rescan_filesystem .

Workaround : For input mapping changes, directly editing project.godot works reliably.

Thanks for the great tool! The scene/script operations and debugging features work perfectly. Just wanted to report these input-related issues. :folded_hands:

thank you for the suggestions! I have fixed the issues in 0.4.1

Is this still on Godot Asset Library? I can’t find it

yes! type MCP. maybe it was awaited approval for a new update. I release updates frequently. right now the addon is 0.4.1 (the GitHub will update to 0.4.2 soon but the addon will be working just fine).

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updated to 0.4.3 with new 3d tools and fixes. try it out and let me know what you think!
I also need help with marketing, check Help with Marketing · Issue #40 · tomyud1/godot-mcp · GitHub