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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:

Terminal window
godot --path /path/to/your/project --editor

Enable the Godot MCP plugin under Project → Project Settings → Plugins. On startup the addon prints:

[MCP] Server listening on ws://127.0.0.1:9080

2. Drive the editor

From inside the project directory:

Terminal window
godot-mcp project info
godot-mcp scene tree
godot-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:

Terminal window
godot-mcp engine search --query offset_transform
godot-mcp engine class-info --class Control --filter transform
godot-mcp node add --help # the CLI's own catalog is live too: a param table per command

Even 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

Terminal window
godot-mcp scene play --mode main
godot-mcp runtime tree
godot-mcp input action --action ui_accept --pressed true
godot-mcp runtime get --node-path Player --properties '["position"]'
godot-mcp runtime screenshot --save-path user://shot.png
godot-mcp scene stop
Built with the help of godot-mcp. MIT licensed.