Started as a fork of tomyud1/godot-mcp — full credit to Tomer for the original architecture (Node ↔ WebSocket ↔ editor plugin). It’s diverged enough since then that I’m sharing it as its own project rather than a PR: godot-mcp-bridge.
What’s different:
- Live-tree editing. Most Godot MCP servers edit your
.tscnfiles on disk. If you have that scene open with unsaved changes, they silently overwrite your work. This one doesn’t — when a scene is open, every mutating tool edits the live editor tree instead, so unsaved edits survive and structural changes go through Godot’s own undo system (Ctrl+Z works). - Works alongside you, not just for you. The AI can poll
get_editor_activityto see what you just did in the editor — selection, scene open/close/save, undo/redo, which screen you’re on — tagged human vs. agent. Real pair-programming instead of one-directional edits. - Drives the running game, not just the editor: input (keyboard/mouse/gamepad/touch),
game_evalfor arbitrary GDScript in a live instance, node/property inspection, signal awaiting, input record/replay, even a headless multiplayer peer-spawn harness for testing netcode. - Real headless export via a shadow-workspace clone — builds an actual game binary asynchronously without freezing the editor.
- Runs your actual GUT test suite and reports pass/fail, instead of the AI guessing whether something works.
- 185 tools, 35 loaded by default — grouped by intent (runtime, scaffolding, analysis, physics, animation, etc.) so the agent isn’t drowning in an oversized default tool list.
- Path-sandboxing against traversal, one-command
npx godot-mcp-bridge installsetup, and adoctorcommand that tells you exactly what’s misconfigured.
Godot 4.x, MIT licensed, works with Claude Desktop, Cursor, Claude Code, or any MCP client.
- Repo: https://github.com/TomasLucasUTN/godot-mcp-bridge
- npm: https://www.npmjs.com/package/godot-mcp-bridge
Feedback and issues very welcome — still actively working on it.