Overview
The complete build, play, debug, fix, and verify workflow through one Godot interface.
godot-mcp gives an AI agent the complete Godot development loop through one interface. It discovers the API exposed by the running Godot 4.7 build, authors the project in the open editor, plays and observes the separate game process, debugs failures, applies fixes, and verifies the result. The workflow runs from the command line or an MCP client through a Go CLI and GDScript addon.
The workflow is also the release gate. Every command is exercised live and read back, then an agent that did not build the tool must create and playtest a complete game slice through the public interface. See How it’s tested.
The working loop
discover → build → run → play → observe → debug → fix → verify
Because the CLI talks to the live editor and game, each stage can verify the previous one against real state. The agent asks the engine instead of guessing, reads mutations back, drives gameplay through input, and moves into the debugger when behavior disagrees with intent.
# 1. discover: ask the live ClassDB what existsgodot-mcp engine search --query offset_transform
# 2. build: act through typed or generic commandsgodot-mcp node set --node-path Player --property position --value "Vector2(100, 200)"
# 3. run and playgodot-mcp scene play --mode maingodot-mcp input action --action ui_accept --pressed true
# 4. observe and verifygodot-mcp runtime get --node-path Player --properties '["position"]'godot-mcp runtime errorsWhere 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, the development target. 4.3 through 4.8 work in beta; see Installation.
- Go 1.26+ to build the CLI (or use a release binary).
- The editor must be open with the Godot MCP/CLI plugin enabled; the CLI is a short-lived client that dials in per command.