Godot MCP

Godot MCP connects Claude, Cursor, Copilot and other AI agents to the Godot editor. Start here for installation, setup, tools, extensions and the CLI.

Updated November 4, 2026 View as Markdown

Godot MCP is the Godot addon of AI Game Developer. It lets an AI agent such as Claude Code, Cursor, GitHub Copilot, Codex or Gemini work inside the Godot editor: query and edit the scene tree, open and save .tscn scenes, change .tres resources and project settings, read and write C# and GDScript files, build the C# project, run C# snippets in the editor and take screenshots the model can look at. This wiki explains how to install it, connect an AI client and use it day to day.

What Godot MCP is

Godot MCP is a C# editor addon (the folder addons/godot_mcp/, shown in Project Settings as Godot-MCP) that runs inside a Godot 4 .NET project. When the editor loads it, the addon opens a dock called AI Game Developer and connects to an MCP server. The AI agent you chat with connects to the same server and calls the addon's tools through the Model Context Protocol (MCP).

The addon is open source (Apache-2.0) and lives in the Godot-MCP repository. It shares its MCP and reflection libraries with Unity MCP and Unreal MCP, so the three engine plugins behave the same way and use the same cloud account.

How the pieces fit together

PieceWhat it does
Godot MCP addonRuns in the Godot editor, exposes the AI tools and connects to an MCP server.
MCP serverThe cloud server at ai-game.dev (default), or your own server running on your machine.
AI clientClaude Code, Cursor, VS Code Copilot, Codex, Gemini or any other MCP client. It connects to the same server.
godot-cliThe npm command-line tool that installs the addon, signs you in, writes AI client configs and opens the editor.
AI Game Dev appThe desktop app that can install the addon and open the editor for you, without a terminal.

In the default Cloud mode nothing runs on your machine except Godot and your AI client: the editor and the agent both connect to the hosted endpoint, and you sign in once with your ai-game.dev account. In Custom mode the addon can download and start a local MCP server for you, so everything stays on your computer.

Requirements at a glance

  • The .NET (mono) build of Godot 4.3 or newer. The standard GDScript-only build cannot compile the addon.
  • The .NET 8 SDK.
  • A Godot project with a C# .csproj. Your own game code can still be GDScript; the addon needs the C# project only to compile itself.
  • An AI client that speaks MCP.

The full list, including the NuGet packages your .csproj needs, is on Installation.

Quick start

If you are comfortable with a terminal, these commands take a Godot C# project from nothing to a connected AI agent:

npm install -g godot-cli
godot-cli install-plugin ./MyGodotProject
godot-cli login
godot-cli setup-mcp claude-code ./MyGodotProject
godot-cli open ./MyGodotProject

Then ask your agent something like "Add a Node3D scene with a Camera3D and a MeshInstance3D cube, then save it as Main.tscn". The Getting started page walks through the same steps with explanations, and the site's quickstart covers all three engines.

Pages in this wiki

  • Installation: every install path (desktop app, godot-cli, Asset Library, release zip) and the exact NuGet packages.
  • Getting started: first connection, first prompts and how to check that everything works.
  • Connecting AI clients: Cloud endpoint vs your own server, the device sign-in, project keys and setup-mcp for each agent.
  • Configuration: the AI Game Developer dock, saved settings and the GODOT_MCP_* environment variables.
  • Tools: the built-in tool families, RQL, and what each tool is for.
  • Custom tools: write your own MCP tools in C#, and expose tools from a running game.
  • Extensions: optional packages for animation, CSG, navigation, tilemaps and popular Godot addons.
  • godot-cli reference: every godot-cli command and its flags.
  • Troubleshooting: the addon does not load, the agent sees no tools, reload problems.
  • FAQ: short answers to common questions.

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