# FAQ

Short answers about Godot MCP, the AI assistant for the Godot editor: Godot versions, GDScript projects, offline use, cost, security and exported games.

_Last updated: 2026-11-04_

Quick answers to the questions people ask most about Godot MCP. Each answer links to the page with the details.

## Which Godot versions are supported?

Godot 4.3 and newer, in the .NET (mono) edition. The addon is built against `Godot.NET.Sdk` 4.3.0 as its minimum, and its CI boots it on Godot 4.3, 4.4, 4.5, 4.6 and 4.7. Godot 3 is not supported. Some features depend on the version: multi-frame GDScript backtraces in captured runtime errors need Godot 4.5, and the Dialogic, Phantom Camera and Terrain3D extensions need Godot 4.4. See [Installation](https://ai-game.dev/docs/wiki/godot/installation#requirements).

## Do I need the .NET version of Godot if my game is GDScript?

Yes. The addon is written in C#, so it needs the .NET build of Godot, the .NET 8 SDK and a `.csproj` in your project. Your game itself can stay in GDScript: the agent reads, writes and validates `.gd` files and can read and set GDScript variables on nodes.

## Which AI clients work with Godot MCP?

Any MCP client that supports HTTP servers. `godot-cli setup-mcp` writes configs for Claude Code, Cursor, Visual Studio Code and Visual Studio with Copilot, Rider (Junie), GitHub Copilot CLI, Gemini, Antigravity, Cline, Open Code, Codex and Kilo Code, plus a generic config for others. Claude Desktop and claude.ai connect through a Claude custom connector. See [Connecting AI clients](https://ai-game.dev/docs/wiki/godot/connecting-ai-clients#agents).

## How do I use Claude Code with Godot?

Install the addon, sign in and write the config, then start Claude Code in the project folder:

```bash
godot-cli install-plugin ./MyGodotProject
godot-cli login
godot-cli setup-mcp claude-code ./MyGodotProject
godot-cli open ./MyGodotProject
```

Run `/mcp` in Claude Code to check that the Godot tools are listed. See [Getting started](https://ai-game.dev/docs/wiki/godot/getting-started).

## Can I use Godot MCP without the cloud?

Yes. Switch the dock to **Custom** mode and click **Start Server**: the addon downloads the open-source MCP server once, runs it on your machine and connects to it. Point your agent at the local URL with `godot-cli setup-mcp <agent> --url http://localhost:8080`. The model itself still runs wherever your AI client runs it. See [Connecting AI clients](https://ai-game.dev/docs/wiki/godot/connecting-ai-clients#custom-mode).

## Is Godot MCP free?

The addon and `godot-cli` are open source under Apache-2.0. Two of its NuGet dependencies, RQL and Code-Exec, are under the PolyForm Shield License 1.0.0, which allows use in commercial products except to build a product that competes with them. Using the hosted ai-game.dev endpoint needs an account; see the site [FAQ](https://ai-game.dev/docs/faq) for plans. Your AI client (Claude, Copilot and so on) is billed by its own provider.

## Does it work with GDScript-only projects from the CLI?

`godot-cli build` and `godot-cli open` skip the C# build when a project has no `.csproj`, but the addon itself cannot compile without one. Create the C# solution first with **Project → Tools → C# → Create C# solution**, then run `godot-cli install-plugin`.

## Will the addon end up in my exported game?

The addon's editor tools are compiled only in the editor, and the RQL, Code-Exec and Roslyn packages are excluded from `ExportDebug` and `ExportRelease` builds. A game exposes MCP tools only if your own code opts in and calls `Connect()`. See [Custom tools](https://ai-game.dev/docs/wiki/godot/custom-tools#runtime).

## Can the agent undo its changes?

Yes. Every `rql-mutate` call is one undo step in the editor, so Ctrl+Z reverts it like your own edit. A failing mutation changes nothing at all, and `dry_run` previews a change first. File operations such as creating or deleting scripts are not part of the scene undo history, so use version control.

## Can the agent run my game?

It can start and stop the edited scene with RQL editor calls (`PlayScene`, `StopScene`) and read what the game printed through the `gameLog` source. To let it read live game state or captured runtime errors, add the opt-in runtime to your game. See [Tools](https://ai-game.dev/docs/wiki/godot/tools#rql) and [Custom tools](https://ai-game.dev/docs/wiki/godot/custom-tools#runtime).

## Where are my tokens stored?

Cloud sign-in credentials are in `~/.ai-game-dev/credentials.json` (protected with DPAPI on Windows, file mode 0600 elsewhere). The dock's own settings, including any token used, are in `user://godot-mcp-config.json` as plain JSON. Do not commit or share either file. See [Configuration](https://ai-game.dev/docs/wiki/godot/configuration#saved-settings).

## How do I add more tools?

Install an [extension](https://ai-game.dev/docs/wiki/godot/extensions) for areas such as AnimationPlayer, CSG, navigation or TileMapLayer, or write your own tool in C# with `[AiToolType]` and `[AiTool]` attributes ([Custom tools](https://ai-game.dev/docs/wiki/godot/custom-tools)).

## Does AI Game Developer support Unity and Unreal too?

The same product exists for both: [Unity MCP](https://ai-game.dev/docs/wiki/unity) and [Unreal MCP](https://ai-game.dev/docs/wiki/unreal). All three share one ai-game.dev account and the same AI clients.

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Source (HTML): https://ai-game.dev/docs/wiki/godot/faq
