godot-mcp

作者 satelliteoflove已验证

Give your AI assistant eyes and hands in the Godot editor: scene editing, input injection, deterministic playtesting, and live game state for agents

146
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21
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GDScript
语言
2026/8/23
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⚠️ 第三方软件声明

本 Skill 为第三方开源软件,独立托管于 GitHub。SkillTip 仅为信息目录,不控制或维护底层仓库。所显示的安全检查为自动化且范围有限,安装前请自行审查源码。

阅读服务条款

安装

添加到你的 Claude Code skills 目录:

# Add to your Claude Code skills
git clone https://github.com/satelliteoflove/godot-mcp

快速入门

使用 godot-mcp 等 Skills 的指南。

安全报告

已验证

上次扫描:—

{
  "status": "PASSED",
  "issues": []
}

README.md

godot-mcp

npm version CI Godot 4.5+ Node 20+ License: MIT

Give your AI assistant eyes and hands in the Godot editor — and a running game it can actually playtest.

Why this one?

There are a few Godot MCP servers out there, and most can open a scene and poke at nodes. This one is built around a harder problem: letting an agent verify its own work. Run the game, drive it like a player, observe what actually happened, and prove the change did what it claimed — without you ferrying screenshots and error logs back and forth.

The pieces that make that possible, and that you won't find elsewhere:

  • Deterministic playtesting. Freeze the game clock, step exact slices of game time (or step until a condition holds), with inputs riding inside the window. Observation never races the game.

  • Cheap observation. Live entity state — positions, velocities, animation state, your own custom data — as structured JSON. Most "what's happening on screen?" questions get answered without spending vision tokens on a screenshot.

  • Real input. Named actions with analog strength, joypad buttons and stick vectors, raw keys with modifier combos, relative mouse-look, text typing. Sequences run with precise timing and can prove they changed game state.

  • Scenario setup. Run GDScript inside the running game: grant the weapon, skip to wave 3, spawn a test bot — no debug hooks baked into your game code.

Here's what that looks like when an agent tests a boss fight:

godot_editor_edit   run frozen=true           # boot with game time frozen at frame 0
godot_exec          GameState.wave = 3        # set up the scenario worth testing
godot_game_time     step_until "tree.get_nodes_in_group('boss').size() >= 1"
godot_runtime_state digest                    # exact positions and state — no pixels, no guessing
godot_game_time     step 500ms + dodge input  # play the moment that matters
godot_editor_read   screenshot_game           # and a screenshot when it's actually worth the tokens

Less copy-paste, more creating.

Quick Start

1. Configure your AI assistant

Add godot-mcp to your MCP client. See the Installation Guide for config examples (Claude Desktop, Claude Code, VSCode/Copilot, and more). The short version:

{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": ["-y", "@satelliteoflove/godot-mcp"]
    }
  }
}

2. Install the Godot addon

npx @satelliteoflove/godot-mcp --install-addon /path/to/your/godot/project

Enable it in Godot: Project > Project Settings > Plugins > Godot MCP

3. Start building

Open your Godot project, restart your AI assistant, and start building. If anything refuses to connect, the Troubleshooting Guide has you covered.

What's in the box

21 tools, 86 actions. Full API docs in the Tools Reference.

Tool What it does

godot_scene Open and save scenes (create new scenes by writing the .tscn directly, then open)

godot_node_read / godot_node_edit Inspect effective properties, the full scene tree (including instanced sub-scenes), and find nodes; update properties and reparent

godot_editor_read / godot_editor_edit Editor state, selection, screenshots, editor error log; run/stop/restart and 2D viewport control

godot_project Project info, settings, addon version skew, and stale-settings detection

godot_animation_read / godot_animation_edit Query animations down to keyframes; author tracks and keyframes with instant editor preview

godot_tilemap_read / godot_tilemap_edit Read and edit TileMapLayer cells (base64-encoded in .tscn — the bridge is the only way)

godot_gridmap_read / godot_gridmap_edit Read and edit GridMap cells, same story

godot_resource Inspect resources with type-aware output: SpriteFrames, TileSet, Materials, Textures

godot_scene3d Engine-computed 3D transforms, bounding boxes, and visibility for spatial reasoning

godot_docs Fetch Godot documentation as clean markdown, version-matched to your editor

godot_input Inject input into the running game: actions, joypad, raw keys, mouse-look, text

godot_profiler Metric snapshots and per-frame time series with spike detection

godot_runtime_state Live game state as JSON: one-shot digests, watch windows, signal timelines

godot_game_time Freeze, step, and step-until on the game clock — deterministic observation

godot_exec Run GDScript inside the running game for test scenario setup

godot_validate_meshes Detect silently corrupt procedural mesh data that masquerades as lighting bugs

A note on shape: tools split along the read/write boundary, so every godot_*_read tool (and the other read-only tools) can be safely auto-allowed in your client's permission settings while writes stay gated. Related operations still live as actions inside one tool, so your agent's context isn't flooded with definitions it won't use. Anything an agent can do by editing project files directly — creating scenes and nodes, attaching scripts, connecting signals — is deliberately not duplicated as a tool; the bridge covers what files can't: editor state, verification, binary-encoded cell data, and the running game. A --read-only flag serves the look-but-don't-touch use case.

Things to ask for

A feel for what an agent can do with this, in plain prompts:

  • "Run the game and screenshot the title screen. Does the layout survive 1280x720?"

  • "The player can clip through the east wall. Reproduce it, then check the collision shapes and tell me why."

  • "Step the game until the second wave spawns and give me every enemy's position and velocity."

  • "Hold the left stick at half deflection for two seconds — does the walk animation blend correctly?"

  • "Profile ten seconds of gameplay and find what's causing the frame spikes."

  • "Add a hit-flash animation to the Player: modulate to red and back over 0.2 seconds."

For richer runtime observation, add key nodes to the mcp_watch group or give them a _mcp_state() method — see the Runtime State Guide.

How it works

┌─────────────────┐   stdio    ┌─────────────────┐  WebSocket   ┌──────────────────┐  debugger   ┌──────────────┐
│   MCP client    │ ◄────────► │  godot-mcp      │ ◄──────────► │  Bridge addon    │ ◄─────────► │ Running game │
│ (Claude, etc.)  │            │  server (Node)  │   :6550      │  (Godot editor)  │    wire     │  (autoload)  │
└─────────────────┘            └─────────────────┘              └──────────────────┘             └──────────────┘

The server talks to an editor addon over a local WebSocket; the addon reaches into the running game over Godot's own debugger protocol, so the game process needs no extra ports or setup. The addon binds to 127.0.0.1 by default. WSL2 is fully supported (auto-detection, host IP discovery, configurable bind modes) — see the Installation Guide.

Curious about connection lifecycles, the single-client policy, or how frozen-time stepping works under the hood? The Architecture Guide goes deep.

Works well with minimal-godot-mcp

minimal-godot-mcp by @ryanmazzolini covers exactly what this server doesn't: LSP diagnostics for fast static GDScript checking, and the running game's console output over DAP. This server covers everything that needs an editor bridge. No overlap, no conflict — run both, and your agent gets static analysis and the game console alongside full editor and runtime control.

One caveat: a Godot editor serves a single godot-mcp client at a time. Extra clients (a subagent inheriting your MCP config, say) wait their turn rather than hijacking your session — details in Troubleshooting.

Documentation

Requirements

  • Godot 4.5+ (the addon uses the Logger class introduced in 4.5)

  • Node.js 20+

  • Any MCP client that speaks stdio

Development

cd server
npm install && npm run build
npm test                # unit + schema-snapshot tests
npm run test:protocol   #

常见问题

What is godot-mcp?

godot-mcp is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by satelliteoflove. Give your AI assistant eyes and hands in the Godot editor: scene editing, input injection, deterministic playtesting, and live game state for agents. It has 146 GitHub stars.

Is godot-mcp safe to use?

Yes. godot-mcp passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.

How do I install godot-mcp?

Clone the repository with "git clone https://github.com/satelliteoflove/godot-mcp" and add it to your Claude Code skills directory (see the Installation section above).

What programming language is godot-mcp written in?

godot-mcp is primarily written in GDScript. It is open-source under satelliteoflove on GitHub, so you can review or fork the full source.

Are there alternatives to godot-mcp?

Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh godot-mcp against similar tools.

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