FAQ
Short answers about Godot MCP, the AI assistant for the Godot editor: Godot versions, GDScript projects, offline use, cost, security and exported games.
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.
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.
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:
godot-cli install-plugin ./MyGodotProject
godot-cli login
godot-cli setup-mcp claude-code ./MyGodotProject
godot-cli open ./MyGodotProjectRun /mcp in Claude Code to check that the Godot tools are listed. See 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.
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 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.
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 and Custom tools.
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.
How do I add more tools?
Install an extension for areas such as AnimationPlayer, CSG, navigation or TileMapLayer, or write your own tool in C# with [AiToolType] and [AiTool] attributes (Custom tools).
Does AI Game Developer support Unity and Unreal too?
The same product exists for both: Unity MCP and Unreal MCP. All three share one ai-game.dev account and the same AI clients.