Overview
What godot-mcp is and how the discover-then-drive loop works.
godot-mcp drives a running Godot 4.7+ editor from the command line and from AI agents. A Go CLI (and an MCP serve mode for AI clients) talks to a GDScript editor addon over a local WebSocket, so you can build scenes, write GDScript or C#, play and inspect the running game, and introspect the engine’s real API. 312 commands across 49 groups, every one verified against a live editor.
The core loop: discover, then drive
Because the CLI talks to the live engine, an agent grounds itself on what the running engine actually supports before acting, instead of guessing from training memory.
# 1. discover: ask the live ClassDB what existsgodot-mcp engine search --query offset_transform
# 2. drive: act through typed or generic commandsgodot-mcp node set --node-path Player --property position --value "Vector2(100, 200)"
# 3. prove it: play the game and read state backgodot-mcp scene play --mode maingodot-mcp runtime get --node-path Player --properties '["position"]'Where to go next
Open the editor and drive it in five commands.
Add the addon to a project, or bootstrap a new one.
Wire the MCP server into Claude, Cursor, VS Code, or Codex.
The 49 groups and how invocation works.
Requirements at a glance
- Godot 4.7+.
- Go 1.26+ to build the CLI (or use a release binary).
- The editor must be open with the Godot MCP plugin enabled; the CLI is a short-lived client that dials in per command.