# Godot MCP Toolkit A Godot 4.2+ editor plugin that runs a localhost WebSocket server so an AI coding assistant — Claude Code, or any MCP-compatible client — can create scenes, edit scripts, inspect nodes, and run playtests inside your editor. The plugin is half the stack: the companion npm package `@npgamedev/godot-mcp-server` is the bridge your assistant actually talks to. Everything runs locally. Nothing leaves your machine. ## Quick start 1. **Enable the plugin:** Project Settings → Plugins → **Godot MCP Toolkit** → check **Active**. The MCP dock appears in the bottom panel and the Output log prints `[MCPServer] listening on 127.0.0.1:6550` (the port may land anywhere in 6550–6560; the dock names the live one). That line is the plugin's own WebSocket server inside the editor. The npm bridge is a separate process your MCP client starts later, and it dials this port. 2. **Write the client config:** **Project → Tools → MCP Toolkit → Write .mcp.json** creates the config at your project root. It runs the bridge through `npx -y @npgamedev/godot-mcp-server`, which fetches it on first connect, so there is no install step (Node.js 22 or newer required). If you would rather keep a fixed copy on the machine, `npm install -g @npgamedev/godot-mcp-server` works too. (Manual alternative: copy `addons/godot_mcp_toolkit/.mcp.json.template` to your project root and rename it `.mcp.json`.) 3. **Connect:** launch your MCP client from the project root. It discovers the plugin and authenticates automatically; the dock's peer count increments on connection. If a step misfires, the troubleshooting guide has a 60-second checklist and a connectivity probe: ## Where things are - **The dock** (bottom panel, "MCP") — server status and the bound port, connected peers, the read-only toggle, audit-log viewer, response limits, and `.mcp.json` health with a one-click fix. - **Project → Tools → MCP Toolkit** — quick actions: write or open `.mcp.json`, regenerate the auth token, show the audit log, open the plugin's Project Settings. Also in the Command Palette (Ctrl+Shift+P). - **Info / Help** (button in the dock) — connection details, the registered tool list, version compatibility, multi-instance guidance, and links, including a button that opens the shipped compatibility guide. ## Read-only mode For supervised environments (classrooms, CI, demos), flip the dock's read-only toggle (or set `GODOT_MCP_READ_ONLY=1` in the `.mcp.json` env block). Every mutating tool is hidden from the agent. Turn it off and reconnect the client to restore full access — the tool list is decided at connect time. ## Documentation Shipped with this addon, in `addons/godot_mcp_toolkit/docs/`: - [compatibility.md](docs/compatibility.md) — supported Godot versions, per-tool and headless matrices, degraded behavior, the C# (.NET editor) requirement, export stripping, and how to disable the plugin safely. - [security-recommendations.md](docs/security-recommendations.md) — the security model and recommended client-side permission rules. - [extending.md](docs/extending.md) — register your own MCP tools in GDScript (C# supported), with hot-reload, timeouts, and cancellation. - [multi-instance.md](docs/multi-instance.md) — several editors or git worktrees side by side. - [advanced_configuration.md](docs/advanced_configuration.md) — ports, limits, environment variables, macOS specifics. The addon also bundles [agent skills](docs/companion-skills.md) — a workflow skill and an extension-authoring skill — in `addons/godot_mcp_toolkit/CompanionSkills/`; copy a skill folder into your client's skills directory to use them. On the web: - Tool reference (every tool and operation, generated from the code): - Toolkit repository, issues, and full documentation: ## Uninstalling Disable via Project Settings → Plugins (a dialog offers to clean up `.mcp.json`), or remove the addon folder. If you delete the folder while the plugin is still enabled, the cleanup step cannot run — delete `.mcp.json` from your project root yourself. The shipped compatibility guide covers why you should not disable the plugin by hand-editing `project.godot`. ## License MIT: the full text travels with the addon in [LICENSE](LICENSE). Third-party attributions are in [ATTRIBUTIONS.md](ATTRIBUTIONS.md). ## Trademarks Godot and the Godot logo are trademarks of the Godot Foundation. This add-on is an independent community project with no affiliation with or endorsement from the Foundation, and it is not an official Godot product. The name describes what the add-on runs on: the Godot Engine.