Quickstart
Open a Godot 4.7 editor with the addon and drive it in a few commands.
This walks through opening the editor, confirming the addon is live, and driving it.
1. Open the editor with the addon enabled
Open your project (with the addon installed) in Godot 4.7:
godot --path /path/to/your/project --editorEnable the Godot MCP plugin under Project → Project Settings → Plugins. On startup the addon prints:
[MCP] Server listening on ws://127.0.0.1:90802. Drive the editor
From inside the project directory:
godot-mcp project infogodot-mcp scene treegodot-mcp node add --type Sprite2D --name Player --parent-path .godot-mcp node set --node-path Player --property position --value "Vector2(100, 200)"Every editor mutation goes through Godot’s UndoRedo, so a human at the editor can Ctrl+Z anything the agent did.
3. Discover what 4.7 supports
Instead of guessing at API names, ask the live engine:
godot-mcp engine search --query offset_transformgodot-mcp engine class-info --class Control --filter transformgodot-mcp node add --help # the CLI's own catalog is live too: a param table per commandEven with no typed wrapper, node.set / node.get work on any property the live node exposes, and editor.run_script / runtime.eval run arbitrary GDScript, so the entire 4.7 API is reachable. The command catalog is discoverable the same way: godot-mcp <group> --help lists a group and godot-mcp help all prints the lot.
4. Play and inspect the running game
godot-mcp scene play --mode maingodot-mcp runtime treegodot-mcp input action --action ui_accept --pressed truegodot-mcp runtime get --node-path Player --properties '["position"]'godot-mcp runtime screenshot --save-path user://shot.pnggodot-mcp scene stop