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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.

Terminal window
# 1. discover: ask the live ClassDB what exists
godot-mcp engine search --query offset_transform
# 2. build: act through typed or generic commands
godot-mcp node set --node-path Player --property position --value "Vector2(100, 200)"
# 3. run and play
godot-mcp scene play --mode main
godot-mcp input action --action ui_accept --pressed true
# 4. observe and verify
godot-mcp runtime get --node-path Player --properties '["position"]'
godot-mcp runtime errors

Where to go next

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.
Built with the help of godot-mcp. MIT licensed.