Godot MCP is an AI-powered game development assistant for the Godot Editor. Connect Claude, Cursor, Copilot, or any MCP-aware agent to Godot and let it inspect and drive your project — create nodes, edit scenes, manage resources and scripts, capture screenshots, and more.
Godot-MCP is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AI Tools and connects them to an MCP server through the same hosted cloud backend (ai-game.dev) that powers Unity-MCP — or your own self-hosted server. The MCP / reflection stack is not forked: it is shared with Unity-MCP and consumed from nuget.org as PackageReferences.
💬 Join our Discord Server — Ask questions, showcase your work, and connect with other developers!

- ✔️ AI agents — Use the best agents from Anthropic, OpenAI, Google, or any other provider with no vendor lock-in
- ✔️ 24 built-in Tools — MCP Tools across 9 families for operating the Godot Editor, led by RQL: one query language for the whole editor
- ✔️ C# & GDScript — Read, create, and update both
.cs and .gd scripts, and attach them to nodes
- ✔️ Scene & Node control — Query and edit the scene tree, Godot properties (GDScript variables included),
.tscn scenes and .tres/.res resources with RQL — bulk, all-or-nothing, undoable
- ✔️ Visual feedback — Capture viewport, camera, and isolated-node screenshots the LLM can inspect
- ✔️ Call anything —
call CallMethod("name", [args]) reaches any Godot method (GDScript ones too); in a running game, find and call C# methods via ReflectorNet
- ✔️ Cloud or self-hosted — Connect to
ai-game.dev out of the box, or point at your own server
- ✔️ Natural conversation — Chat with AI like you would with a human

Quick Start
Get up and running from a terminal using the godot-cli (the Godot analog of unity-mcp-cli) — no manual file copying or csproj editing required:
# 1. Install godot-cli
npm install -g godot-cli
# 2. (Optional) Scaffold a fresh Godot C# project — skip if you already have one
godot-cli create-project --dotnet ./MyGodotProject
# 3. Install the godot_mcp addon: downloads addons/godot_mcp/ from the matching
# GitHub release, adds the required NuGet packages + the extension-catalog
# EmbeddedResource to your .csproj, and enables the plugin in project.godot —
# all idempotently
godot-cli install-plugin ./MyGodotProject
# 4. Sign in to the ai-game.dev cloud — OAuth 2.1 device login (opens a browser,
# saves a machine-wide credential the editor plugin auto-adopts; no token to copy)
godot-cli login
# 5. Pick an AI agent (Claude Code, Cursor, Copilot, …) and write its MCP config —
# pinned to THIS project's cloud route by default (pass --no-pin for the bare URL)
godot-cli setup-mcp claude-code ./MyGodotProject
# 6. Open the Godot editor — builds the C# assembly first (so the addon loads on
# the very first open) then auto-connects with the right GODOT_MCP_* env vars
godot-cli open ./MyGodotProject
# 7. Wait until the plugin answers the readiness probe
godot-cli wait-for-ready ./MyGodotProject
That’s it. Ask your AI “Create 3 cubes in a circle with radius 2” and watch it happen. ✨
Offline / dev install: install-plugin --source <path-to>/addons/godot_mcp copies the addon from
a local directory instead of downloading it. Prefer the matching release version with
install-plugin --version <x.y.z> if you need a specific addon build. The manual route (copy the
addon + add the NuGet packages yourself) is still documented under Installation
Steps 1–2 for the Asset Library / hand-managed flows.
See the full CLI documentation for every command, editor-resolution order, and connection env vars.
Contents

Godot-MCP ships 24 built-in tools grouped into 9 families. The editor’s data layer is
RQL (Reflection Query Language): rql-query, rql-mutate and rql-schema read and change scene
nodes, Godot properties, resources, files, scenes and editor state in one query instead of one tool per operation
(they replace the former node-*, scene-*, resource-*, filesystem-* and editor-* tools; in the editor also
console-* and reflection-*, which stay available in a running game). With the default toolFormat (Rql) the
other tools take RQL values as arguments and return compact text; Json keeps ReflectorNet’s JSON schemas and results.
Screenshots return a PNG image. All editor tools are available immediately after the addon is enabled — no extra
configuration required. The runtime-errors, console and reflection families serve the running game
(the in-game runtime, see Runtime usage); runtime-errors is OFF by default — opt in with
builder.WithRuntimeErrorCapture() (see Capturing in-game runtime errors).
| Family |
Tools |
What it does |
| ping |
ping |
Lightweight readiness probe — echoes a message back, or returns pong. Verifies the end-to-end MCP path (editor → SignalR → tool dispatch). System tool — reachable over the server’s /api/system-tools/ HTTP surface, not advertised to AI agents in tools/list. |
| rql |
rql-query, rql-mutate, rql-schema |
Query and change the live editor with RQL: nodes, root, selection, scenes, files, folders, classes, console, editor, project, settings, inputActions, autoloads, groups, layers, tools (every MCP tool, hidden ones included) sources; rql-schema "<extension>" prints an installed extension’s guide; godot.find / godot.group / godot.resources / godot.resource / godot.callable; node calls AddChild / InstantiateScene / Duplicate / Reparent / MoveChild / Free / Connect / Disconnect / AddToGroup / RemoveFromGroup; project settings, input map, autoloads, layer names, TileSets, Themes, ShaderMaterial parameters and MeshLibraries; editor calls NewScene / OpenScene / SaveScene / CreateResource / MoveResource / DeleteResource / CreateFolder / DeleteFolder / Reimport. All-or-nothing and undoable. See docs/rql.md and the godot-rql skill. |
| script |
script-read, script-create, script-update, script-delete, script-attach-to-node, script-validate, script-build, script-execute |
CRUD on C# (.cs) and GDScript (.gd) files, attaching a script to a node, validating GDScript, building the project’s C# (the result arrives after Godot’s assembly reload), and running C# in the editor (Code-Exec). |
| screenshot |
screenshot-viewport, screenshot-camera, screenshot-isolated |
Capture the editor viewport, a specific camera, or an isolated node render, returned as a PNG image the LLM can inspect. |
| console |
console-get-logs, console-clear-logs |
In a running game: read and clear the log collector (GD.Print/GD.PushWarning/GD.PushError). In the editor, the RQL console source. |
| reflection |
reflection-method-find, reflection-method-call |
In a running game: find and call C# methods (static/instance, public/private) across every loaded assembly via ReflectorNet. In the editor, RQL call / CallMethod and rql-schema. |
| skills |
godot-skill-create, godot-skill-generate |
Author a new MCP tool as a C# file in the project, and regenerate the SKILL.md files from the tools the editor currently has registered. System tools — reachable over the server’s /api/system-tools/ HTTP surface (like ping), not advertised to AI agents in tools/list. |
| session |
session-close |
Save and quit an editor started by godot-cli exec / open --headless (godot-cli close --owned-only). System tool, and only for that CLI session (its lease nonce). |
| runtime-errors |
runtime-errors-get, runtime-errors-clear |
Poll errors raised inside the running game (NOT the editor) — GDScript runtime errors, push_error/push_warning, shader errors, and C# unhandled / unobserved-Task exceptions, with multi-frame GDScript backtraces on Godot 4.5+. OFF by default — opt in with builder.WithRuntimeErrorCapture(). |
ping
ping — Lightweight readiness probe; echoes a message back, or returns pong. A System tool: call it
over /api/system-tools/ping (or godot-cli run-system-tool ping); it is not listed in tools/list.
rql (editor)
rql-query — Read-only RQL query, compact rows: nodes | where class == "OmniLight3D" | select name props["light_energy"].
rql-mutate — RQL query ending with set / call: nodes | where name starts-with "Enemy" | set Visible = false,
root | call AddChild("Node3D", "Props"), nodes | where name == "Button" | call Connect("pressed", godot.find("UI"), "_on_pressed"),
project | call AddInputAction("jump", ["Key:Space"]), editor | call SaveScene(). All-or-nothing, undoable (Ctrl+Z),
dry_run previews; scene edits mark the scene unsaved, edited resource files and project.godot are saved.
rql-schema — The sources, functions and node classes in the edited scene; with a type name its members,
methods and Godot properties.
script
script-read — Read a .cs / .gd script file.
script-create — Create a new script file.
script-update — Update an existing script file’s contents.
script-delete — Delete a script file.
script-attach-to-node — Attach a script to a node.
script-validate — Validate GDScript (.gd) files and return structured parse/compile diagnostics.
script-build — Build the project’s C# (dotnet build, Debug) so scripts written with script-create /
script-update load. The build runs in the background; when it succeeds Godot reloads the C# assembly, the plugin
reconnects and the result (the compiler warnings, or the compiler errors) is delivered after the reload through the
request’s requestId. See C# assembly reloads.
script-execute — Compile and run C# in the editor (Roslyn, via Code-Exec):
plain statements with the last expression as the result (own usings, local classes, await), or a class with a
static method. The game’s compiled types are visible; include adds helper .cs files from
<project>/.ai-game-dev/snippets. Returns the value plus what the code printed (Console; GD.Print /
push_warning / push_error when the project builds with Godot.NET.Sdk 4.5+). From a terminal: godot-cli exec '1 + 2'.
screenshot
screenshot-viewport — Capture the editor viewport as a PNG.
screenshot-camera — Capture from a specific camera.
screenshot-isolated — Render a node in isolation from a chosen angle.
console (in-game runtime; in the editor use the RQL console source)
console-get-logs — Read the plugin’s collected logs (with filtering). This includes the
plugin’s connection lifecycle diagnostics (connect/disconnect, drain-timeout, config save/load,
skill-gen, dev-control, dispatcher, and runtime-capture warnings), which route through the same
capture sink as its framework logs.
console-clear-logs — Clear the collected log cache.
reflection (in-game runtime; in the editor use RQL call / CallMethod and rql-schema)
reflection-method-find — Find C# methods (including private) across every loaded assembly.
reflection-method-call — Call any C# method with input parameters and get the result.
session (system tool — served on /api/system-tools/, not advertised to AI agents)
session-close — Save and quit an editor started by godot-cli (exec, open --headless): open scenes that have
a file and the resources they changed. Needs that session’s nonce from .ai-game-dev/session.json, so it never
closes a user’s editor; godot-cli close --owned-only calls it.
runtime-errors (in-game; OFF by default — enable with builder.WithRuntimeErrorCapture())
runtime-errors-get — Read captured in-game runtime errors (oldest-first, newest-kept page); poll only new errors via sinceSequence. Returns available:false when capture was never enabled, so an empty list is never mistaken for health.
runtime-errors-clear — Clear the captured in-game runtime-error buffer (a no-op when capture is not enabled); the monotonic sequence counter is preserved.
skills (system tools — served on /api/system-tools/, not advertised to AI agents)
godot-skill-create — Write a new C# (.cs) MCP tool file into the project. The tool becomes callable once the project is rebuilt (Godot builds C# out-of-band).
godot-skill-generate — Regenerate every SKILL.md from the tools currently registered in the editor, into the selected AI agent’s skills folder.
Install extensions when you need more or create your own tools. Each extension is an RQL module: it adds no MCP tools of its own, it extends the core rql-query / rql-mutate / rql-schema tools and the godot-rql skill.
godot-cli install-extension com.IvanMurzak.Godot.MCP.CSG ./MyGodotProject
godot-cli build ./MyGodotProject
| Extension |
Description |
Requires |
| AI Animation |
AnimationPlayer libraries, animations, tracks and keys |
|
| AI Beehave |
Beehave addon: list behaviour trees and their nodes |
Beehave addon |
| AI CSG |
Constructive solid geometry: validated primitive dimensions |
|
| AI Dialogic |
Dialogic addon: list and create timelines and characters, append timeline text |
Dialogic addon, Godot 4.4+ |
| AI GridMap |
GridMap 3D tile maps: validated settings, cell rows and cell editing |
|
| AI Navigation |
2D and 3D navigation: agents, regions, links and region baking |
|
| AI Particles |
GPU particles in 2D and 3D: validated emitter settings and restart |
|
| AI PhantomCamera |
Phantom Camera addon: list virtual cameras and hosts, set follow and look-at targets |
Phantom Camera addon, Godot 4.4+ |
| AI Terrain3D |
Terrain3D addon: terrain source, region size changes and material creation |
Terrain3D addon, Godot 4.4+ |
| AI Tilemap |
TileMapLayer: used-cell rows and cell editing |
|
The installer adds only the extension package; install a required third-party addon into the project yourself.

Requirements
- Godot 4.3+ — the C# / .NET (mono) edition. The addon csproj pins
Godot.NET.Sdk/4.3.0 as its
minimum floor; newer 4.x editors (4.4, 4.5) work.
- .NET 8 SDK (
net8.0).
[!IMPORTANT]
Godot-MCP requires the mono (C#/.NET) build of Godot — the standard (GDScript-only) build cannot
compile the addon.
[!NOTE]
C# scripts in a game run from the editor need <EnableDynamicLoading>true</EnableDynamicLoading>. If a game
started from the editor (Play) fails to create every C# script (“Cannot instantiate C# script because the associated
class could not be found”, after a TypeLoadException ... Could not resolve type '<an EditorPlugin class>'), the
project’s .csproj lacks that property: without it the build does not copy the NuGet package assemblies (Godot-MCP’s
packages, and the Debug configuration’s GodotSharpEditor reference) into .godot/mono/temp/bin/Debug/. Godot’s own
C# project template always has it, and godot-cli install-plugin / create-project set it. Add it to the project’s
<PropertyGroup> (next to <TargetFramework>) and rebuild.
Installation
There are two things to install: the addon (the plugin files) and the two NuGet packages the
addon’s C# depends on. Godot compiles every .cs under your project into one assembly, so your
project’s .csproj must declare the same NuGet references the addon needs — otherwise the addon’s C# will
not compile.
Step 1: Add the addon
Pick one of the following ways to get the addons/godot_mcp/ folder into your Godot C# project.
Fully automated (recommended for terminal workflows):
godot-cli install-plugin ./MyGodotProject does all of
Step 1 and Step 2 in one command — it downloads addons/godot_mcp/ from the matching GitHub release,
adds the two NuGet packages and the extension-catalog <EmbeddedResource> to your .csproj, and
enables the plugin in project.godot, idempotently.
Use --source <path>/addons/godot_mcp to install from a local copy offline. The manual Options A–C
below remain for in-editor (Asset Library) and hand-managed installs.
Option A — Godot Asset Library (recommended)
The easiest path: install directly from inside the editor.
- Open the AssetLib tab at the top of the Godot editor.
- Search for Godot-MCP and open the asset.
- Click Download, then Install — Godot unpacks the addon into your project’s
res://addons/godot_mcp/.
The Asset Library entry is published per release and always points at a tagged version, so an
in-editor install gives you a known-good snapshot of the addon. (See note below if the entry is not
visible yet.)
Option B — GitHub Release zip
Grab the latest godot-mcp-addon-<version>.zip from the
Releases page and extract it into your
project’s root — the archive already contains addons/godot_mcp/..., so the files land at
res://addons/godot_mcp/.
Option C — copy from source
Copy the addons/godot_mcp/ folder from this repository (or your clone) into your project’s addons/
directory by hand.
After the files are in place (Options A–C), enable the plugin:
Project → Project Settings → Plugins → Godot-MCP → Enable. (If you used the fully-automated
godot-cli install-plugin above, the plugin is already
enabled and the NuGet packages + extension-catalog embed are already added — skip straight to
Step 3.)
On a successful load the editor Output panel prints:
[Godot-MCP] plugin loaded
Asset Library availability. The in-editor AssetLib entry (Option A) appears after the maintainer’s
first submission is approved by the Godot Asset Library moderators. Until then, use Option B (GitHub
Release zip) or Option C.
Step 2: Add the NuGet packages + the extension catalog embed
Add the six PackageReferences and the extension-catalog <EmbeddedResource> to your project’s
.csproj (use these exact pinned versions — they must match the addon’s Godot-MCP.csproj), and keep
<EnableDynamicLoading>true</EnableDynamicLoading> in its <PropertyGroup> (Godot’s C# template has it; without it the
package assemblies are not copied next to the game assembly):
<ItemGroup>
<PackageReference Include="com.IvanMurzak.ReflectorNet" Version="5.5.1" />
<PackageReference Include="com.IvanMurzak.McpPlugin" Version="8.19.0" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="com.IvanMurzak.Rql" Version="0.3.0" Condition="'$(Configuration)' != 'ExportDebug' and '$(Configuration)' != 'ExportRelease'" />
<PackageReference Include="com.IvanMurzak.CodeExec" Version="0.4.1" Condition="'$(Configuration)' != 'ExportDebug' and '$(Configuration)' != 'ExportRelease'" />
<PackageReference Include="com.IvanMurzak.CodeExec.Roslyn" Version="0.4.1" Condition="'$(Configuration)' != 'ExportDebug' and '$(Configuration)' != 'ExportRelease'" />
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="4.12.0" Condition="'$(Configuration)' != 'ExportDebug' and '$(Configuration)' != 'ExportRelease'" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="addons/godot_mcp/extensions.catalog.json" LogicalName="Godot-MCP.extensions.catalog.json" />
</ItemGroup>
The four editor-only packages carry a Condition that leaves them out of Godot’s export builds: only editor
code (#if TOOLS) uses them, so your exported game ships neither RQL nor Roslyn (godot-cli install-plugin
writes the same condition; see docs/ARCHITECTURE.md).
The <EmbeddedResource> is as required as the NuGet pins: the addon’s pure-managed extension
registry reads the catalog at editor runtime via GetManifestResourceStream (no res:// / filesystem
fallback), and because the addon ships as source its own <EmbeddedResource> does not carry into your
project — so without this line your Extensions panel is empty. The LogicalName must be exactly
Godot-MCP.extensions.catalog.json so the resource resolves identically to the addon’s own assembly.
Run dotnet restore so the packages land in your NuGet cache, then build. No manual DLL copying is
required — at editor runtime the addon’s assembly resolver locates the DLLs in your NuGet
global-packages folder by reading the build’s *.deps.json. (If you prefer self-contained output, set
<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies> so the DLLs are copied beside your
project assembly instead.)
Step 3: Install an AI agent
Choose a single AI agent you prefer — you don’t need to install all of them. This is your main chat
window to communicate with the LLM.
Write the agent’s MCP-client config with godot-cli setup-mcp <agent> ./MyGodotProject. By default it
points the client at the project-pinned cloud URL <host>/mcp/p/<pin>, so an agent session launched in
this project folder routes to this project’s editor even when your account has several editors connected;
pass --no-pin for the bare <host>/mcp URL. In Cloud mode the config carries this project’s project
key (Authorization: Bearer agd_pk_…) — a non-expiring credential bound to this project only, created
with your machine sign-in; without a sign-in (or with --oauth) the config is URL-only and the agent signs
in with its own OAuth. The editor’s Configure button writes the same config. See the
CLI documentation for the full list of
supported agents.

Connect
The plugin connects to an MCP server in one of two modes. The mode and its URL / token can be set in the
serialized config or overridden at process start with environment variables (handy for CI, headless runs,
and local dev). All variable names are the Godot analog of Unity-MCP’s UNITY_MCP_*. The active mode
always recomputes from the environment, so a process-level override wins over the serialized config
without editing any file.
Cloud mode (default) — ai-game.dev
In Cloud mode the plugin connects to the hosted backend at https://ai-game.dev (the /mcp hub path
is appended automatically). This is the default connectionMode.
Sign in once with godot-cli login. Cloud authentication uses the OAuth 2.1 device-authorization
flow (RFC 8628): godot-cli login prints a short user code, opens your browser, and — on approval —
saves a cloud credential to the shared machine store (~/.ai-game-dev/credentials.json) that the editor
plugin auto-adopts, so godot-cli open connects with no token to copy or paste. No personal access
token (PAT) is minted. GODOT_MCP_TOKEN (below) remains available as a manual override for CI / headless
runs.
| Environment variable |
Purpose |
Default |
GODOT_MCP_CONNECTION_MODE |
Force the mode: Cloud or Custom (case-insensitive). |
Cloud |
GODOT_MCP_CLOUD_URL |
Override the cloud base URL. A trailing /mcp is stripped if present; a non-http(s) value falls back to the default. |
https://ai-game.dev |
GODOT_MCP_CREDENTIALS_DIR |
Absolute credential-store directory for isolated development/testing. Also accepted in the project’s .env; process environment wins. Omit for the regular machine store. |
Platform user profile’s .ai-game-dev |
GODOT_MCP_TOKEN |
Bearer token, routed to the active mode’s token. Surrounding quotes are trimmed. |
(none) |
Custom mode — your own server
In Custom mode the plugin connects to a server URL you supply (a local dev server, a self-hosted
instance, etc.).
| Environment variable |
Purpose |
Default |
GODOT_MCP_CONNECTION_MODE |
Set to Custom to select this mode. |
Cloud |
GODOT_MCP_HOST |
The custom server URL. Must be an absolute http(s) URL or it falls back to the default. |
http://localhost:8080 |
GODOT_MCP_TOKEN |
Bearer token (only needed if the server requires authorization). |
(none) |
With authorization oauth, your signed-in ai-game.dev account token is sent only to a localhost server
(localhost, 127.0.0.0/8, ::1). For any other host set GODOT_MCP_TOKEN; without it the connection fails with
Refusing to send your ai-game.dev account token to <host>; set GODOT_MCP_TOKEN or use a localhost server.
Example — boot the editor pointed at a local server:
export GODOT_MCP_CONNECTION_MODE=Custom
export GODOT_MCP_HOST=http://localhost:5300
# export GODOT_MCP_TOKEN=... # only if the server enforces auth
The godot-cli open command forwards
these env vars for you via --mode, --url, --cloud-url, and --token flags.

Godot MCP Server setup
In Cloud mode you don’t run a server at all — the plugin talks to ai-game.dev. If you want to host
the server yourself (local dev, CI, or your own cloud), you have two options: let the addon download and
run the matched server binary for you (recommended), or run it manually (advanced).
The server itself is the shared, engine-agnostic
GameDev-MCP-Server — one server binary
(gamedev-mcp-server) serving Unity-MCP, Godot-MCP, and Unreal-MCP. It is released from its own repo on
its own version line; this addon pins the server version it consumes (the ServerVersion constant in
addons/godot_mcp/Runtime/Connection/GodotMcpServerView.cs).
Local server — let the addon download & run it for you
In Custom mode the plugin can host its own MCP server — you don’t have
to build or launch anything by hand. Open the addon dock’s Server card while Custom mode is selected and
use the Local server row:
- Start Server — downloads the server build for the pinned server version, caches it, launches it,
and the plugin connects to it. Stop Server terminates it (it is also stopped automatically when you
close the editor).
- The download is the per-platform release asset
gamedev-mcp-server-<rid>.zip — pulled over HTTPS from github.com only, from the
GameDev-MCP-Server release tagged
v<ServerVersion>, so the asset URL is:
https://github.com/IvanMurzak/GameDev-MCP-Server/releases/download/v<ServerVersion>/gamedev-mcp-server-<rid>.zip.
The <rid> (platform runtime identifier — e.g. win-x64, osx-arm64, linux-x64) is resolved
automatically for your machine; all seven published RIDs are supported (win-x64/x86/arm64,
linux-x64/arm64, osx-x64/arm64).
- The binary is cached under your project’s
.godot/mcp-server/<rid>/ folder (gitignored) and re-used on
later launches; it is only re-downloaded when the pinned server version changes (an exact
version match, so the editor plugin and the server it talks to never drift). The server is launched
on the port from your Server URL (default http://localhost:8080), over the streamableHttp transport,
with plugin-timeout=10000 (the connection timeout) and tool-timeout=300000. A server built on McpPlugin 8.11.0+
sends a tool call to the editor once and lets it run up to 5 minutes (script-execute stops a snippet itself when its
timeout argument runs out: 30 s by default, at most 4 minutes, the tool timeout minus a minute; an endless loop returns
a Timeout error and runaway recursion a “Recursion too deep” error, the editor keeps running). Older servers ignore tool-timeout: they re-send a call every
10 s and give up after about 110 s; the addon runs each re-sent call only once.
Version pinning & security. The download URL is derived solely from the addon’s pinned
ServerVersion constant and your platform RID — there is no arbitrary-URL binary execution. The addon
version and the server version are decoupled: bumping the consumed server is an explicit addon change
(a new ServerVersion), and the pinned v<ServerVersion> release must already exist on
GameDev-MCP-Server before an addon release that pins it. If the release asset can’t be fetched
(you’re offline), the addon logs a warning and the local server simply doesn’t start — fall back to the
manual run below, or use Cloud mode. The download is skipped entirely under CI (the CI /
GITHUB_ACTIONS environment), where no local server is hosted.
This mirrors Unity-MCP’s self-hosted server flow: the editor
plugin manages the pinned server binary for you instead of requiring a manual build.
Run the server manually (advanced)
To run the server as a standalone / cloud process, download a
GameDev-MCP-Server release binary (or use the
aigamedeveloper/mcp-server Docker image). Both
transports are supported: streamableHttp (HTTP) and stdio.
# HTTP transport on port 8080
./gamedev-mcp-server --client-transport streamableHttp --port 8080
# stdio transport — for local MCP clients that launch the server directly
./gamedev-mcp-server --client-transport stdio
Then point the plugin at it in Custom mode
(GODOT_MCP_HOST=http://localhost:8080).
Choosing a transport: use stdio when the MCP client launches the server binary directly (local
use — the most common setup); use streamableHttp when running the server as a standalone process or in
the cloud and connecting over HTTP.
See the GameDev-MCP-Server README
for the full argument / environment-variable table, the Docker image, and the cross-platform build matrix.

Godot-MCP supports custom MCP Tool development directly in your project code. A tool family is a
partial class decorated [AiToolType]; each tool method is decorated [AiTool("tool-name", …)] with a
[Description] on the method and on each parameter to help the LLM understand it.
Any Godot API call (Node, Resource, EditorInterface, …) must run on the editor main thread —
marshal it through MainThread.Instance.Run(...) (ReflectorNet’s MainThread is backed by the Godot
main-thread dispatcher on plugin boot). Never touch engine objects off-thread.
[AiToolType]
public partial class Tool_MyFeature
{
[AiTool("my-custom-task", Title = "Do a custom task")]
[Description("Explain to the LLM what this does and when to call it.")]
public string CustomTask
(
[Description("Explain to the LLM what this parameter is.")]
string inputData
)
{
// ... work that does not touch the Godot API can run on this background thread ...
return MainThread.Instance.Run(() =>
{
// ... touch EditorInterface / Node / Resource here, on the main thread ...
return "[Success] Operation completed.";
});
}
}
Return a structured data model (ReflectorNet-serialized) or void for side-effect-only ops — never ad-hoc
string formatting for parseable output. Use string? optional = null parameters (nullable + default) to
mark them as optional for the LLM.
C# assembly reloads
Godot reloads the project’s C# assembly about half a second after the built DLL changes (script-build, the
editor’s Build button, or a dotnet build in a terminal), whatever the plugin is doing. The plugin is part of that
assembly, so it is torn down, rebuilt and reconnects (a few seconds). A tool call still running at that moment would
keep the old assembly alive and Godot’s unload would fail, so the plugin gates tool calls around a reload:
- once the rebuilt DLL is on disk, new tool calls are refused with a retryable error (“Godot is about to reload the
project’s C# assembly … Retry in a few seconds”); calls already running finish first, and Godot’s reload waits for
them (at most 10 s);
- when the unload starts, the plugin stops receiving calls, refuses main-thread work still queued for a call instead
of running it, and waits for those calls to finish (a call caught there is reported by the server as lost with the
connection: retry it too);
- after the reload the plugin reconnects by itself, and
script-build delivers its result.
Known issue: crash or hang on reload with .NET 10
On .NET 10, the editor can crash or hang shortly after a C# assembly reload. This is a .NET runtime bug,
dotnet/runtime#135441: when an idle thread-pool thread exits after a
reload, the runtime can free a handle in the wrong collectible load context and corrupt a static of the newly loaded
assemblies (the addon’s dependencies use thread-static fields, which trigger it). It is fixed on the runtime’s main branch
(dotnet/runtime#134983); the .NET 10 servicing fix is
dotnet/runtime#136481.
Until that servicing release ships, keep idle thread-pool threads alive by setting this environment variable for the
editor process:
DOTNET_ThreadPool_ThreadsToKeepAlive=-1
Editors started by godot-cli (open, open --headless, exec) get it automatically. If you open the editor
yourself, set it system-wide (Windows: System Properties → Environment Variables, or
setx DOTNET_ThreadPool_ThreadsToKeepAlive -1; macOS / Linux: export it in the shell or launcher that starts Godot)
and restart the editor. Remove it once your .NET 10 runtime includes the fix.

Runtime usage (in-game)
Everything above runs the MCP connection inside the Godot editor (the [Tool] EditorPlugin boots
it for you). Godot-MCP can also run inside a running / exported game build (debug or release) —
the Godot analog of Unity-MCP’s runtime mode. This lets an LLM read and drive your live game state:
imagine a Chess game whose bot logic you outsource to an LLM by exposing a couple of tools.
Two things make runtime mode different from editor mode, and both are deliberate:
- It never auto-connects. The editor plugin connects on boot; a game build does not. You write
the opt-in code and decide when (if ever) to call
Connect().
- There are no tools, prompts, or resources by default — strictly manual. The runtime ships zero
MCP tools, prompts, and resources. You register every
[AiToolType] tool, [AiPromptType] prompt,
and [AiResourceType] resource yourself, in your own code — and each kind is independently optional
(register prompts without any tools, or vice versa). (The addon’s editor tool families are gated by
#if TOOLS and don’t even compile into a game build, so they can never leak in.)
The entry point is GodotMcpRuntime.Initialize(...) (namespace com.IvanMurzak.Godot.MCP.Runtime).
Write it once — e.g. from a Godot autoload’s _Ready() so a SceneTree exists:
using System.Reflection;
using com.IvanMurzak.Godot.MCP.Connection; // GodotMcpConnectionMode
using com.IvanMurzak.Godot.MCP.Runtime; // GodotMcpRuntime
using McpServerConsts = com.IvanMurzak.McpPlugin.Common.Consts.MCP.Server; // AuthOption (none/oauth/token)
using Godot;
public partial class GameMcp : Node
{
private GodotMcpRuntimeHandle? _mcp;
public override async void _Ready()
{
// 1) Build the connection (default OFF — nothing connects yet).
_mcp = GodotMcpRuntime.Initialize(builder =>
{
builder.WithConfig(config =>
{
config.ConnectionMode = GodotMcpConnectionMode.Custom; // your own server
config.Host = "http://localhost:8080"; // prefer loopback
config.AuthOption = McpServerConsts.AuthOption.token; // offline bearer-token auth
config.Token = "your-secret-token";
});
// 2) Opt YOUR tools / prompts / resources in. Zero of each by default — this is the only way
// they get registered, and each kind is independently optional.
builder.WithToolsFromAssembly(Assembly.GetExecutingAssembly()); // [AiToolType] classes
builder.WithPromptsFromAssembly(Assembly.GetExecutingAssembly()); // [AiPromptType] classes
builder.WithResourcesFromAssembly(Assembly.GetExecutingAssembly()); // [AiResourceType] classes
// …or register specific families:
// builder.WithTools(typeof(GameMcpTools));
// builder.WithPrompts(typeof(GameMcpPrompts));
// builder.WithResources(typeof(GameMcpResources));
}).Build();
// 3) Connect — explicit, the security-required opt-in. Retries in the background while
// KeepConnected is true (the default).
await _mcp.Connect();
}
public override async void _ExitTree()
{
// 4) Disconnect on shutdown (or whenever you want to stop exposing tools).
if (_mcp is not null)
await _mcp.Disconnect();
}
}
Builder surface (all fluent / chainable):
| Call |
What it does |
GodotMcpRuntime.Initialize(configure) |
Begin configuring; returns a GodotMcpRuntimeBuilder. configure may be null for the zero-tool, env-configured default. |
builder.WithConfig(Action<GodotMcpConfig>) |
Set Host / Token / ConnectionMode / AuthOption in code. Multiple calls compose in order. |
builder.WithToolsFromAssembly(Assembly) |
Register every [AiToolType] class in an assembly (usually Assembly.GetExecutingAssembly()). |
builder.WithTools(params Type[]) |
Register specific [AiToolType] classes when a whole-assembly scan is too broad. |
builder.WithPromptsFromAssembly(Assembly) |
Register every [AiPromptType] class in an assembly. Independent of tools/resources. |
builder.WithPrompts(params Type[]) |
Register specific [AiPromptType] classes. |
builder.WithResourcesFromAssembly(Assembly) |
Register every [AiResourceType] class in an assembly. Independent of tools/prompts. |
builder.WithResources(params Type[]) |
Register specific [AiResourceType] classes. |
builder.WithoutMainThreadDispatcher() |
Skip the automatic main-thread-dispatcher bootstrap (only if you install your own autoload dispatcher). |
builder.ConnectWhenRunFromEditor() |
Let handle.Connect() connect in a game started from the Godot editor (Play) too. OFF by default: see “Games run from the editor” below. |
builder.WithRuntimeErrorCapture() |
Capture errors raised in the running game (GDScript runtime errors, push_error/push_warning, shader errors via the Godot 4.5+ engine hook; C# unhandled / unobserved-Task exceptions with full stack traces) and register the runtime-errors-* tool so an agent can poll them. OFF by default. See “Capturing in-game runtime errors” below. |
builder.WithScriptExecute() |
Register script-execute in the game: the agent’s C# is compiled with Roslyn and run on the game’s main thread. OFF by default, needs the csproj opt-in, arbitrary code execution. See “Running C# in the game” below. |
builder.Build() |
Finalize; returns a default-OFF GodotMcpRuntimeHandle. |
handle.Connect() / handle.Disconnect() |
Open / close the connection. handle.Dispose() tears it down on shutdown. |
Initialize().Build() also guarantees a main-thread dispatcher Node in the running SceneTree (so
tool handlers can marshal Godot API calls onto the engine main thread), unless you opt out with
WithoutMainThreadDispatcher(). Call it once a SceneTree is live (e.g. from an autoload _Ready).
Games run from the editor
A game started from the Godot editor (Play, F5) inherits the editor’s environment, GODOT_MCP_HOST and
GODOT_MCP_TOKEN included, so its in-game runtime would join the server the editor is connected to. By default
handle.Connect() therefore does nothing in such a game and returns false (it logs why); the editor stays the one
plugin the agent talks to. Exported games and games started outside the editor connect as before. To connect a game
run from the editor too, opt in with builder.ConnectWhenRunFromEditor() or the process environment variable
GODOT_MCP_RUNTIME_FROM_EDITOR=1. A GameDev-MCP-Server with plugin roles then keeps both connections (the game
connects with the runtime role, the editor with the editor role) and routes tool calls to the editor while it is connected. The editor
plugin sets GODOT_MCP_EDITOR_PID in its process, so every process it starts inherits it; it counts only while that
editor runs, and the plugin clears it when it unloads.
Capturing in-game runtime errors
In editor mode, console-get-logs and script-validate surface the plugin’s own logs and GDScript
parse errors. But errors raised inside a running game — a GDScript runtime error (a null
dereference, a bad index), a push_error/push_warning, a shader error, or a C# unhandled exception —
are not visible to an agent through those editor tools. Without this, an agent can launch the game, poll
for logs, see silence, and wrongly conclude the game is healthy. This is the gap that blocks an unattended
“keep fixing until no errors” loop for real gameplay/runtime bugs.
Opt in with WithRuntimeErrorCapture():
_mcp = GodotMcpRuntime.Initialize(builder =>
{
builder.WithConfig(cfg => { /* host / token … */ });
builder.WithRuntimeErrorCapture(); // capture in-game runtime errors + expose the runtime-errors-* tool
}).Build();
await _mcp.Connect();
That single call installs three best-effort capture channels and registers the runtime-errors-* tool:
- Engine error stream (Godot 4.5+) — registers a
Godot.Logger via OS.AddLogger, so GDScript
runtime errors, push_error/push_warning, and shader errors raised in the running game are captured
with their origin (file / line / function).
- C# unhandled exceptions —
AppDomain.CurrentDomain.UnhandledException, with the full managed
stack trace.
- C# unobserved
Task exceptions — TaskScheduler.UnobservedTaskException, with the full managed
stack trace. (It only observes for logging — it does not call SetObserved(), so your game’s own
escalation behavior is unchanged.)
An MCP client polls the captured errors with the runtime-errors-get tool (and clears the buffer with
runtime-errors-clear):
| Tool |
What it returns / does |
runtime-errors-get |
A bounded, newest-kept list of { sequence, message, type, source, file, line, function, stackTrace, frames, timestamp }. Pass the previous result’s highestSequence as sinceSequence to poll only new errors — the “did anything break since I last looked?” loop. Returns available:false when capture was never enabled (so an empty list is never mistaken for health). |
runtime-errors-clear |
Clears the captured buffer (the monotonic sequence counter is preserved, so a pre-clear sinceSequence poll still behaves). |
Stack-trace fidelity (read this). The two error sources differ in depth:
- Engine errors (
source: Engine) carry the error’s origin — file:line and the originating
function — plus the message and a type (Error / Warning / Script / Shader). On Godot
4.5+, a GDScript runtime error also carries the deep multi-frame call stack: frames is the
ordered (innermost-first) backtrace — each { function, file, line } — and stackTrace is the engine’s
formatted rendering of it. On Godot < 4.5 (or a release build without call-stack tracking) frames
is null and stackTrace is null (origin only). The frames are materialized off the engine’s
non-thread-safe ScriptBacktrace inside the logger callback on the originating thread — only plain
managed values ever cross into the collector, never a live engine object.
- C# faults (
source: UnhandledException / UnobservedTaskException) carry the full managed stack
trace (inner exceptions inlined) in stackTrace, plus the CLR exception type name in type. (frames
is null — the managed stack lives in the stackTrace string.)
Graceful degradation. On Godot < 4.5 there is no OS.AddLogger managed hook, so the engine
channel is silently unavailable — the C# exception channels still work, and runtime-errors-get still
functions (it just won’t see GDScript runtime errors). And like the rest of runtime mode, capture is
strictly opt-in — without WithRuntimeErrorCapture() nothing is hooked and there is no behavior
change. Disposing the handle (handle.Dispose()) uninstalls the hooks.
⚠️ Security — information disclosure. Captured errors forward the full message and (for C#
faults) the full managed stack trace to the connected agent through runtime-errors-get. Those
strings can embed sensitive runtime data — absolute filesystem paths, machine/user names, query
strings, or a secret/token that happened to appear in an exception message or argument. That is the
intended diagnostic value, but it widens what is exposed over the connection. Enable
WithRuntimeErrorCapture() only on a trusted connection: a loopback host (http://localhost:… /
127.0.0.1) with AuthOption = Consts.MCP.Server.AuthOption.token and a real token — never an
unauthenticated public interface in a release build. See Security
and docs/runtime-security.md.
Running C# in the game
script-execute normally runs in the editor. A game can offer it too: the agent sends C#, the running game
compiles it with Roslyn and runs it on its main thread, with the game’s own types, autoloads and scene tree
(((SceneTree)Engine.GetMainLoop()).Root). There is no editor there, so no EditorInterface.
Godot’s export builds leave Roslyn out, so the game’s .csproj opts in:
<PropertyGroup>
<GodotMcpCodeExecInGame>true</GodotMcpCodeExecInGame>
<DefineConstants>$(DefineConstants);GODOT_MCP_CODE_EXEC_IN_GAME</DefineConstants>
</PropertyGroup>
(godot-cli install-plugin of this release or later writes the Code-Exec / Roslyn PackageReferences with a
Condition that honours GodotMcpCodeExecInGame; an older one writes them editor-only, and the opted-in export
then fails to compile until you re-run a current install-plugin. RQL is never shipped.) Then register the tool:
_mcp = GodotMcpRuntime.Initialize(builder =>
{
builder.WithConfig(cfg => { /* loopback host + token */ });
builder.WithScriptExecute();
}).Build();
Without the opt-in, WithScriptExecute() logs a warning and registers nothing, so the same code builds
either way. A game started from the editor always has it (and there a WithToolsFromAssembly scan of the game
assembly also brings the addon’s editor tools, see docs/runtime-security.md).
⚠️ Security — arbitrary code execution. Anyone who can call tools on this connection can run any code
in the game process. Use it in debug/dev builds only, on a loopback host with a token, and never ship it
enabled in a public release build. Desktop CoreCLR builds only: NativeAOT and iOS cannot run code emitted
at run time; mobile is untested. See docs/runtime-security.md.
A runtime tool is written exactly like an editor tool — a partial class decorated [AiToolType], each
method decorated [AiTool("tool-name", …)] with a [Description] on the method and each parameter. Any
Godot API call (Node, SceneTree, …) must run on the engine main thread — marshal it through
MainThread.Instance.Run(...) (ReflectorNet’s MainThread, backed by the dispatcher Initialize()
bootstrapped for you).
This Godot analog of Unity-MCP’s “Chess bot” sample exposes the live running SceneTree to the LLM —
a pure-managed game-ping round-trip plus a game-scene-tree-summary that reads real Node state:
using System.ComponentModel;
using com.IvanMurzak.McpPlugin; // [AiToolType], [AiTool]
using com.IvanMurzak.McpPlugin.Common; // ToolTarget
using com.IvanMurzak.ReflectorNet.Utils; // MainThread
using Godot;
// Target = ToolTarget.Runtime: a game-only tool. A game run from the editor compiles the same assembly, but only the
// game's connection registers it; while the editor is connected too, the server sends its calls to the game.
[AiToolType(Target = ToolTarget.Runtime)]
public partial class GameMcpTools
{
[AiTool("game-ping", Title = "Game Ping", ReadOnlyHint = true, IdempotentHint = true)]
[Description("Runtime readiness probe. Echoes 'message' back, or returns 'pong-from-game' when omitted.")]
public string GamePing(
[Description("Optional message to echo back. When null/empty, returns 'pong-from-game'.")]
string? message = null)
{
return string.IsNullOrEmpty(message) ? "pong-from-game" : message;
}
[AiTool("game-scene-tree-summary", Title = "Game Scene-Tree Summary", ReadOnlyHint = true)]
[Description("Summary of the LIVE running game's SceneTree (current scene + root child node names).")]
public SceneTreeSummary GameSceneTreeSummary()
{
// Touch the live SceneTree on the engine main thread — MainThread.Instance was installed by
// GodotMcpRuntime.Initialize(...). Touching Node APIs off the main thread would fault.
return MainThread.Instance.Run(() =>
{
var summary = new SceneTreeSummary();
if (Engine.GetMainLoop() is not SceneTree tree || tree.Root == null)
{
summary.CurrentSceneName = "<no-scene-tree>";
return summary;
}
summary.CurrentSceneName = tree.CurrentScene?.Name ?? "<none>";
summary.RootChildCount = tree.Root.GetChildCount();
foreach (var child in tree.Root.GetChildren())
summary.RootChildNames.Add(child.Name);
return summary;
});
}
}
// Structured result (ReflectorNet-serialized — never ad-hoc string formatting for parseable output).
public sealed class SceneTreeSummary
{
public string CurrentSceneName { get; set; } = string.Empty;
public int RootChildCount { get; set; }
public System.Collections.Generic.List<string> RootChildNames { get; set; } = new();
}
Register it from the Initialize(...) block above (WithToolsFromAssembly(Assembly.GetExecutingAssembly())
picks it up automatically), connect, and the LLM can now call game-ping / game-scene-tree-summary
against your live game. Real example outsourcing bot logic: a chess-do-turn tool that calls into your
game controller on the main thread, plus a chess-get-board tool returning a structured board model.
Same [AiToolType]/[AiTool]/MainThread.Instance.Run(...) contract as the editor Customize
Tools section — the only differences are that in a game build you register the tools
and you call Connect(), and that game tools are marked [AiToolType(Target = ToolTarget.Runtime)] (or per
tool [AiTool("x", Target = ToolTarget.Runtime)]) so the editor does not register them and the agent reaches
the game even while the editor is connected. ToolTarget.Editor marks an editor-only tool; the default, Both,
registers it everywhere (the editor answers it while connected).
Sample: a prompt and a resource
Tools are not the only thing you can expose — MCP also has prompts (reusable instruction templates an
LLM can request by name) and resources (addressable, read-only content the LLM can fetch by URI). They
register exactly like tools: a partial class decorated [AiPromptType] / [AiResourceType], with each
member decorated [AiPrompt(...)] / [AiResource(...)] and a [Description]. Register your prompt and
resource classes the same way you register tools — WithPromptsFromAssembly(...) /
WithResourcesFromAssembly(...) (or the by-type WithPrompts(...) / WithResources(...)) from the
Initialize(...) block above. Each kind is independently optional — a game can expose prompts and/or
resources with no tools at all.
using System.ComponentModel;
using com.IvanMurzak.McpPlugin; // [AiPromptType], [AiPrompt], [AiResourceType], [AiResource]
using com.IvanMurzak.McpPlugin.Common.Model; // Role, ResponseResourceContent
using com.IvanMurzak.ReflectorNet.Utils; // MainThread
using Godot;
// A PROMPT — a named, reusable instruction the LLM can request. Returns the prompt text; Role marks who
// the message is from. Set Enabled = false to ship a prompt registered-but-off until you flip it on.
[AiPromptType]
public partial class GameMcpPrompts
{
[AiPrompt(Name = "explain-game-state", Role = Role.User)]
[Description("Ask the assistant to summarize the current game state for the player.")]
public string ExplainGameState()
{
return "Read the live SceneTree via the game tools and explain the current game state in one paragraph.";
}
}
// A RESOURCE — addressable read-only content fetched by URI. Route is the URI template; the method
// returns ResponseResourceContent[]. Any Godot API access marshals onto the main thread, exactly like a tool.
[AiResourceType]
public partial class GameMcpResources
{
[AiResource(
Name = "Live SceneTree node names",
Route = "game://scene-tree/nodes",
MimeType = "application/json",
Description = "The root child node names of the live running game's SceneTree.")]
public ResponseResourceContent[] SceneTreeNodes(string uri)
{
return MainThread.Instance.Run(() =>
{
var names = new System.Collections.Generic.List<string>();
if (Engine.GetMainLoop() is SceneTree tree && tree.Root != null)
{
foreach (var child in tree.Root.GetChildren())
names.Add(child.Name);
}
var json = System.Text.Json.JsonSerializer.Serialize(names);
return new[] { ResponseResourceContent.CreateText(uri, json, "application/json") };
});
}
}
Same independently-optiona
README 内容过长,已截取前 64 KB。完整内容请前往 GitHub 仓库查看。
评论