Find nodes in the active scene tree by path, type, or name.
94 MCP tools
for Godot, ready for your AI agent.
Nodes & scenes, resources, C# / GDScript files, and the editor run-and-play lifecycle — driven through EditorInterface.
Node
Inspect & edit the active scene tree
Create a new node under a parent, optionally instancing a .tscn sub-scene.
Set fields and properties on one or more nodes.
Reparent nodes within the scene tree.
Duplicate nodes together with their subtrees.
Delete nodes from the active scene.
Scene
Open, save, create & inspect scenes
Open a res://*.tscn PackedScene in the editor.
Save an open scene back to its .tscn file.
Create a new scene asset in the project.
List the scenes currently open in the editor.
Retrieve the root nodes and structure of a scene.
Resource
Find & mutate .tres / .res resources
Search the project for resources (.tres / .res).
Read a resource's serialized fields and properties.
Modify a resource's properties.
Create a new resource asset.
Move or rename a resource, keeping .import sidecars consistent.
Delete a resource from the project.
Script
CRUD on C# / GDScript · attach to nodes
Read a .cs or .gd script file.
Create a new script file.
Update an existing script file's contents.
Delete a script file.
Attach a script to a node.
Filesystem
Browse & reimport the res:// tree
Browse the res:// tree — file types and uids — via the editor file index, without loading resources.
Reimport files in the project.
Editor
Run/play lifecycle · selection
Read the editor application and run state.
Start or stop the running game (Godot launches it in a separate process).
Get the current editor selection.
Set the current editor selection.
Screenshot
Viewport · camera · isolated renders
Capture the editor viewport as a PNG.
Capture from a specific camera.
Render a node in isolation from a chosen angle.
Console
Read & clear editor log collector
Read the plugin's collected editor logs, with filtering.
Clear the collected log cache.
Reflection
Find & call C# methods via ReflectorNet
Find C# methods, including private, across every loaded assembly.
Call any C# method with input parameters and get the result.
Ping
Lightweight readiness probe
Lightweight readiness probe — echoes a message back, or returns pong. Verifies the end-to-end MCP path.
Animation
AnimationPlayer · libraries · tracks · keys
Return the recommended starter config (length, loop mode, suggested track types) for a new animation.
Create an AnimationPlayer node in the edited scene; optional parent and name.
Add an AnimationLibrary to an AnimationPlayer (by library name).
Create an Animation in a library (name, length, loop mode).
Add a track to an animation (track type value / position-3d / rotation-3d / scale-3d; node path; sub-property for value tracks).
Insert a keyframe into a track (animation, track index, time, value).
Read an AnimationPlayer's animation list, or a single animation's config (read-only).
Beehave
Behaviour trees · composites · leaves
Return a recommended behaviour-tree skeleton description (composite/leaf taxonomy + wiring tips); needs no addon.
Instantiate a BeehaveTree node under an actor node in the edited scene and wire its actor / blackboard.
Add a SelectorComposite / SequenceComposite (chosen by arg) under a tree or composite node.
Add an ActionLeaf / ConditionLeaf placeholder under a composite (a scaffold — you attach the behaviour script).
Dump the structure (node types + parent/child) under a named BeehaveTree (read-only).
CSG
Boolean solids — box/sphere/cylinder/combine
Create a CSGBox3D in the edited scene; size (x, y, z); optional parent, name.
Create a CSGSphere3D; radius, radial_segments; optional parent, name.
Create a CSGCylinder3D; radius, height; optional parent, name.
Create a CSGCombiner3D — the root container that boolean-combines its CSG children.
Set a CSG node's boolean operation (Union / Intersection / Subtraction).
Read a CSG node's scalar config (read-only).
Dialogic
Characters, timelines & dialogue events
Return a recommended starter timeline + character description (no addon needed).
Create + save a DialogicCharacter resource (.dch) at a res:// path.
Create + save a DialogicTimeline resource (.dtl) with a few starter text events.
Append an event (text / character / choice) to an existing timeline resource.
Read back the events in a timeline resource (read-only).
GridMap
3D grid · mesh library · cells
Return the recommended starter config (cell size, default item id) for a new GridMap.
Create a GridMap node in the edited scene; optional parent, name, cell_size (x, y, z).
Assign a MeshLibrary resource (by res:// path) to a GridMap.
Set a cell at (x, y, z) to a MeshLibrary item id, with optional orientation.
Clear a single cell at (x, y, z).
Clear every cell in a GridMap.
Read a GridMap's scalar config (read-only).
Navigation
Regions · agents · links · nav config
Create a NavigationRegion2D / NavigationRegion3D node in the edited scene; optional parent, name, dimension (2D/3D).
Assign a NavigationPolygon (2D) / NavigationMesh (3D) resource to a region by res:// path.
Create a NavigationAgent2D / NavigationAgent3D under a parent node.
Update an agent's scalar properties — radius, path_desired_distance, target_desired_distance, max_speed, avoidance_enabled; each clamped/validated.
Create a NavigationLink2D / NavigationLink3D with start/end positions.
Read a navigation node's scalar config (read-only).
Particles
GPU emitters · configure · emit
Return the recommended starter config (amount, lifetime, explosiveness, …) for a 2D/3D emitter.
Create a GpuParticles2D / GpuParticles3D node in the edited scene; optional parent, name, amount, lifetime.
Update an emitter's scalar properties; each clamped to a valid range.
Start/stop emission, optionally restarting first.
Read an emitter's scalar config (read-only).
Phantom Camera
Virtual cameras · follow · look-at · priority
Return the recommended follow-mode + damping starter config (no addon needed).
Ensure/create the required PhantomCameraHost on a scene Camera3D (the host is what actually drives the real camera).
Instantiate a PhantomCamera3D node in the edited scene; optional parent, name, priority.
Set a PhantomCamera's follow_mode + follow_target (node path).
Set a PhantomCamera's look_at_mode + look_at_target.
Set a PhantomCamera's priority (higher wins).
Read a PhantomCamera's scalar config (read-only).
Terrain3D
Terrain3D nodes · sculpt height · inspect
Return the recommended region size / clipmap / LOD starter config (no addon needed).
Instantiate a Terrain3D node in the edited scene; set its data directory + region size.
Sculpt/set terrain height at a world position via the terrain's data API.
Read a Terrain3D node's region count / size / extents (read-only).
Tilemap
2D TileMapLayer · tileset · cells
Create a TileMapLayer node in the edited scene; optional parent and name.
Assign a TileSet resource (by res:// path) to a TileMapLayer.
Set a cell at coords (x, y) from a tileset source_id + atlas coords (x, y).
Erase the cell at coords (x, y).
List the coordinates of all used (non-empty) cells.
Clear all cells in a TileMapLayer.