Model Context Protocol
for Godot Engine
300+ tools that connect AI assistants directly to the Godot editor. Build scenes, write scripts, test gameplay — all through natural language.
Three-Layer Bridge
A clean WebSocket bridge connects your AI client to the Godot editor — zero project modification required.
Everything You Need
300+ tools covering every aspect of Godot game development — from scene construction to runtime testing.
Scene Manipulation
Create, open, save, and manage scenes. Add, delete, move, and reconfigure nodes — all through natural language commands.
Runtime Inspection
Query the live scene tree, read and write properties during gameplay, and execute GDScript in the running game context.
Input Recording
Record player sessions, replay at variable speed, and simulate keyboard, mouse, and action input for automated testing.
Visual Testing
Capture editor and game viewport screenshots for visual regression checks. Compare frames pixel-by-pixel with diff reports.
Animation Authoring
Create clips, add tracks, set keyframes, build state machines, and configure blend trees — all via AI commands.
Physics Setup
Add bodies, collision shapes, raycasts, and physics materials. Configure layers, masks, gravity, and engine settings.
Audio Management
Add audio players, configure bus layouts, insert effects like reverb, delay, and chorus. Full audio pipeline control.
Navigation
Set up navigation regions, agents, bake navmeshes, and query pathfinding between points in 2D and 3D.
Batch Operations
Find nodes by type, set properties across scenes, detect circular dependencies, and manage resources in bulk.
Debugging
Set breakpoints, inspect call stacks, step through code, and evaluate expressions — all from your AI chat interface.
Undo/Redo Support
All editor mutations go through Godot's built-in undo system. Every change is reversible — safe experimentation guaranteed.
Export & Build
Manage export presets, validate projects, build for multiple platforms, and configure platform-specific settings.
Up and Running in Minutes
Three simple steps to connect your AI client to the Godot editor.
Install the Godot Addon
Download the latest addons zip from the Releases page, extract it into your project, and enable the plugin
in Project → Project Settings → Plugins.
Configure Your MCP Client
Add the Godot MCP server to your AI client's configuration file. Point it to the server's index.js entry point.
Connect & Build
Open your Godot project — the plugin auto-scans ports 6505-6514 and connects. Start asking your AI to build games!
{ "mcp": { "godot": { "command": "npx", "args": ["-y", "@keeveeg/godot-mcp"] } } }