4.8 KiB
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
- 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. - 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-serverworks too. (Manual alternative: copyaddons/godot_mcp_toolkit/.mcp.json.templateto your project root and rename it.mcp.json.) - 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: https://github.com/NPGameDev/godot-mcp-toolkit/blob/main/docs/troubleshooting.md
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.jsonhealth 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 — 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 — the security model and recommended client-side permission rules.
- extending.md — register your own MCP tools in GDScript (C# supported), with hot-reload, timeouts, and cancellation.
- multi-instance.md — several editors or git worktrees side by side.
- advanced_configuration.md — ports, limits, environment variables, macOS specifics.
The addon also bundles agent skills — 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): https://github.com/NPGameDev/godot-mcp-server/blob/main/docs/tool-reference/README.md
- Toolkit repository, issues, and full documentation: https://github.com/NPGameDev/godot-mcp-toolkit
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. Third-party attributions are in 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.