Godot MCP Runtime
MCP serverAI & modelsOnce added, your AI can edit your Godot 4 game, run it, and play-test it. No addon needs to be installed in your Godot project for it to work. Ask for a change and your AI can run the game to see how it behaves.
Unavailable. This server has no hosted endpoint yet, so Ahel can't serve it.
Add to setup to save this item as a reference. Ahel cannot run it, and signing in will not install it.
What your AI can do with it
- Edit your Godot 4 game project
- Run the game to try out changes
- Play-test the game to check that it works
- Make a change, run the game, and test the result in one go
Getting started
- Save this item in Your setup as a reference.
- Read the source or reference documentation for its setup requirements. Saving it here does not connect it to your AI.
- Check this page for availability before trying to install it through Ahel.
From the project's README
As published by erodenn/godot-mcp-runtime in README.md.
A lightweight MCP server that pairs comprehensive headless editing with full runtime control over a Godot 4.x project. Scene, node, autoload, and validation ops cover everything short of the most niche corners of the engine; the runtime bridge adds screenshots, input simulation, UI discovery, and live GDScript against the running scene tree.
- Headless editing — scenes, nodes, scripts, signals, validation, no editor window
- Runtime control — screenshots, input simulation, UI discovery, live GDScript, and function profiling against the running game
- Zero footprint — no Godot addon, no project commits, auto-cleanup on shutdown
No addon required. Most Godot MCP servers that offer runtime support ship as a Godot addon, something you install into your project, commit to version control, and manage as a dependency. Use npx and there's no install or setup needed.
Think of it as Playwright MCP, but for Godot. This does the same thing for games: run the project, take a screenshot, simulate input, read what's on screen, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.
[!NOTE] This is not a playtesting replacement. It doesn't catch the subtle feel issues that only a human notices, and it won't tell you if your game is fun. What it does is let an agent confirm that a scene loads, a button responds, a value updated, a script ran without errors. The ability to check work is crucial for AI driven workflows.
Contents
- What It Does
- How It Compares
- Quick Start
- Docs
- Acknowledgments
- License
What It Does
Built for agents. Every tool is purpose-built and self-documenting. When something fails, the response tells the agent how to fix it; when something succeeds, it points toward the next step. The result is an AI that stays unstuck and self-corrects without needing you to nudge it along.
Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, validate GDScript. All the standard operations, no editor window required.
Runtime bridge. When run_project or attach_project is called, the server injects McpBridge as an autoload. This opens a localhost-only TCP listener (both auto-select a free port when bridgePort is omitted; pass bridgePort to pin a specific port) and enables:
- Screenshots: Capture the viewport — by default returns a 960x540 preview inline plus the full PNG on disk; use
responseMode: 'full'for pixel-perfect or'path_only'to skip the inline image - Input simulation: Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, text typed into the focused Control, and timed waits. Each action reports what it did: the Control it hit, the signals it fired, and what changed on screen
- UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
- Live script execution: Compile and run arbitrary GDScript with full SceneTree access while the game is running
- Function profiling: With
profiling: trueat launch, capture Godot's own profiler and rank the most expensive GDScript functions by own or inclusive time, with source locations and per-frame averages
Background mode. Pass background: true to run_project and the Godot window moves off-screen (positioned at (-9999, -9999)) with physical input blocked: borderless, unfocusable, mouse-passthrough. Programmatic input, screenshots, and all runtime tools work exactly the same. Useful for automated agent-driven testing where the window shouldn't be visible or interactive.
Manual attach mode. When something other than MCP launches the game (a CI pipeline, an external debugger, your own shell), call attach_project first. It injects the bridge and marks the project active without spawning Godot, so when you launch the game manually, runtime tools work against it. Use detach_project when done.
[!IMPORTANT]
get_debug_outputis unavailable in attached mode. stdout and stderr only flow through processes MCP started itself, so when Godot is launched externally there's no captured output to return. Userun_projectif you need the debug stream.
The bridge cleans itself up automatically - on stop_project or detach_project, and also without a tool call when the game exits on its own, the bridge connection drops, or the server shuts down (including a client that just closes the connection). Its artifacts live under .mcp/godot-runtime/ in the project, which the server adds to .gitignore. No leftover autoloads, no modified project files.
How It Compares
The Godot MCP space splits on two axes: whether a server can drive a running game (runtime) or only edit files, and what it costs your project to do so. Most servers that offer real runtime control ship as a Godot addon you install and commit to version control, or as a custom engine you download. This one injects a bridge transiently and removes it on shutdown, so you get full live-game control against stock Godot with nothing left in your repo.
| Server | Live-game runtime | Footprint | License | Price |
|---|---|---|---|---|
| Godot MCP Runtime | Full: screenshots, input, live scene tree, script exec | Zero (npx, no committed addon) | MIT | Free |
| Summer Engine | Full | Custom engine download + sign-in | MIT layer / proprietary engine | Free core, paid cloud |
| tugcantopaloglu/godot-mcp | Full | Committed autoload addon | MIT | Free |
| Godot MCP Pro | Full | Committed editor addon | Proprietary | $15 |
| GDAI MCP | Editor-mediated | Committed editor addon | Proprietary | $19 |
| Coding-Solo/godot-mcp | No (launch + debug output) | Zero (npx) | MIT | Free |
Among servers with full live-game control, Godot MCP Runtime pairs a zero-footprint install (no addon committed to version control, no custom engine, no account) with a single npx command, and it has shipped this transient-autoload runtime bridge since February 2026. One other project, Vollkorn-Games/godot-mcp, independently arrived at the same design at the same time and is the only other server in this niche; it's earlier-stage and installs from source rather than npm. For the full field of ~20 servers with a source for every claim, see docs/comparison.md.
Quick Start
Prerequisites
That's it. No Godot addon, no project modifications.
Configure Your MCP Client
Add the following to your MCP client config. Works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.
Zero-install via npx (recommended):
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-runtime"],
"env": {
"GODOT_PATH": "<path-to-godot-executable>"
}
}
}
}
Or install globally:
npm install -g godot-mcp-runtime
{
"mcpServers": {
"godot": {
"command": "godot-mcp-runtime",
"env": {
"GODOT_PATH": "<path-to-godot-executable>"
}
}
}
}
Or clone from source:
git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["<path-to>/godot-mcp-runtime/dist/index.js"],
"env": {
"GODOT_PATH": "<path-to-godot-executable>"
}
}
}
}
[!TIP] Prefer pnpm? All three install paths work with pnpm. Substitute
pnpm dlx godot-mcp-runtimefornpx -y godot-mcp-runtime,pnpm add -g godot-mcp-runtimefor the global install, orpnpm install && pnpm run buildfor the source build. pnpm ships stronger defaults against npm supply-chain attacks; see pnpm's supply chain security guide.
Or install a specific branch/commit (e.g. to test an unreleased fix or a PR branch):
npx -y github:Erodenn/godot-mcp-runtime#<branch-or-commit>
[!WARNING] Installing from a git ref (not the npm registry) pulls devDependencies and runs
tscon your machine as part of the install. If you don't want a local build step, use the registry install (npx -y godot-mcp-runtime) instead.
If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it.
Optional environment variables
All are set in the same env block as GODOT_PATH:
| Variable | Effect |
|---|---|
DEBUG | "true" enables verbose [DEBUG] logging. |
The three security-gate flags below share one axis (see docs/security.md for the full picture) and are wide enough to wrap badly in a table, so they get a list instead:
GODOT_MCP_DISABLE_ELICITATION-"true"disables the confirmation prompts forrun_projectandrun_script. Use this if your client cannot display elicitation prompts (e.g. Claude Desktop, which auto-cancels them). Fail-open: the action proceeds with a warning. Tier 1 security hard-blocks still apply.GODOT_MCP_STRICT-"true"hard-rejects anything that would otherwise prompt, for unattended operation. Takes precedence overGODOT_MCP_DISABLE_ELICITATIONwhen both are set.GODOT_MCP_DISABLE_SECURITY-"true"turns the entirerun_script/run_projectsecurity gate off: no scan, no block, no elicitation, no warnings, no audit sidecars - Tier 1 included. OverridesGODOT_MCP_STRICTwhen both are set. Enabling this is a human decision - an agent should decline to set it on a user's behalf.
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-runtime"],
"env": {
"GODOT_PATH": "<path-to-godot-executable>",
"GODOT_MCP_DISABLE_ELICITATION": "true"
}
}
}
}
[!IMPORTANT] Windows path gotchas.
GODOT_PATHmust point at the Godot executable itself, not its install folder. Backslashes in JSON must be escaped or replaced with forward slashes:"GODOT_PATH": "D:\\Godot\\Godot_v4.4-stable_win64.exe" // or equivalently "GODOT_PATH": "D:/Godot/Godot_v4.4-stable_win64.exe"Setting the variable from a wrapper
.batdoes not propagate to the MCP server - the path must live in the client'senvblock above.
Verify
Ask your AI assistant to call check_project. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working.
Docs
docs/tools.md— full tool reference, grouped by categorydocs/tool-authoring.md— standards for adding or modifying toolsdocs/architecture.md— source layout, bridge sequence diagram, lifecycle steps, runtime artifact behaviordocs/security.md—run_script/run_projectsecurity model, full rule catalogue, strict-mode behavior
Acknowledgments
Built on the foundation laid by Coding-Solo/godot-mcp for headless Godot operations.
Developed with Claude Code.
License
Signals
- GitHub stars
- 83
- Forks
- 17
- Last commit
- Oct 2026
- Weekly downloads
- 878
- Weekly_downloads
- 1k weekly_downloads
Advanced
- Delivery
- godot-mcp-runtime MCP server → your Ahel connector (mcp.ahel.ai) → your AI.
- Item type
- mcp-server
- Key
io-github-erodenn-godot-mcp-runtime- Source
- github.com/erodenn/godot-mcp-runtime
github.com/erodenn/godot-mcp-runtime
More in AI & models
MCP server · upstash
More in AI & modelsAdButler
MCP server · adbutler
More in AI & modelsatom-mcp-server
MCP server · a7om-ai
More in AI & modelsottasia
MCP server · aiweather-anurag
More in AI & modelsunphurl
MCP server · 123ergo
More in AI & modelsmicrosoft-learn-mcp
MCP server · microsoftdocs
More in AI & models