godot-mcp-runtime

Playwright MCP for Godot, screenshots, SceneTree manipulation, and arbitrary GDScript execution at runtime through a local UDP bridge.

Godot MCP Runtime

godot-runtime-mcp MCP server

npm version npm downloads License: MIT Node.js

A lightweight MCP server that gives AI assistants direct access to a running Godot 4.x game. Not just file editing, not just scene manipulation. Actual runtime control: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.

The distinction matters: the AI doesn't just write your game, it can check its work.

When you run a project through this server, it injects a lightweight UDP bridge as an autoload, and suddenly the AI can interact with your game the same way a player would: press keys, click buttons, read what's on screen, and run arbitrary code against the live scene tree.

No addon required. Most Godot MCP servers that offer runtime support ship as a Godot addon — something you install into your project, commit to version control, and manage as a dependency. All this server needs is Node.js and a Godot executable: no addon installation, no project modifications, no cleanup.

Think of it as Playwright MCP, but for Godot. This does the same thing for games: run the project, take a screenshot, simulate input, read what's on screen, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.

This is not a playtesting replacement. It doesn't catch the subtle feel issues that only a human notices, and it won't tell you if your game is fun. What it does is let an agent confirm that a scene loads, a button responds, a value updated, a script ran without errors. The ability to check work is crucial for AI driven workflows.

Each tool teaches agents how to use it through its description and response messages: what to call next, when to wait, and how to recover from errors. Every operation is its own tool with only its relevant parameters, no operation discriminators and no conditional schemas. This server is built for agents.

What It Does

Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, manage UIDs, validate GDScript. All the standard operations, no editor window required.

Runtime bridge. When run_project or attach_project is called, the server injects McpBridge as an autoload. This opens a UDP channel on port 9900 (localhost only) and enables:

  • Screenshots: Capture the viewport at any point during gameplay
  • Input simulation: Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, and timed waits
  • UI discovery: Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
  • Live script execution: Compile and run arbitrary GDScript with full SceneTree access while the game is running

Background mode. Pass background: true to run_project and the Godot window moves off-screen with physical input blocked: borderless, unfocusable, mouse-passthrough. Programmatic input, screenshots, and all runtime tools work exactly the same. Useful for automated agent-driven testing where the window shouldn't be visible or interactive.

Manual attach mode. When something other than MCP launches the game (a CI pipeline, an external debugger, your own shell), call attach_project first. It injects the bridge and marks the project active without spawning Godot, so when you launch the game manually, runtime tools work against it. The tradeoff: get_debug_output is unavailable in attached mode because stdout and stderr only flow through processes MCP started itself. Use detach_project when done.

The bridge cleans itself up automatically when stop_project or detach_project is called. No leftover autoloads, no modified project files.

Quick Start

Prerequisites

That's it. No Godot addon, no project modifications.

Configure Your MCP Client

Add the following to your MCP client config. Works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.

Zero-install via npx (recommended):

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["-y", "godot-mcp-runtime"],
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

Or install globally:

npm install -g godot-mcp-runtime
{
  "mcpServers": {
    "godot": {
      "command": "godot-mcp-runtime",
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

Or clone from source:

git clone https://github.com/Erodenn/godot-mcp-runtime.git
cd godot-mcp-runtime
npm install
npm run build
{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["<path-to>/godot-mcp-runtime/dist/index.js"],
      "env": {
        "GODOT_PATH": "<path-to-godot-executable>"
      }
    }
  }
}

If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it. Set "DEBUG": "true" in env for verbose logging.

Verify

Ask your AI assistant to call get_project_info. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working.

Tools

Project Management

ToolDescription
launch_editorOpen the Godot editor GUI for a project
run_projectRun a project and inject the MCP bridge. Pass background: true to hide the window
attach_projectInject the MCP bridge for a project you'll launch yourself
detach_projectRemove the injected bridge after manual-launch use, leaving the external process alone
stop_projectStop the running project and remove the bridge (also detaches attached-mode state)
get_debug_outputRead stdout/stderr from an MCP-spawned project (unavailable in attached mode)
list_projectsFind Godot projects in a directory
get_project_infoGet project metadata and Godot version

Runtime (requires run_project or attach_project first)

After run_project, or after attach_project plus launching Godot manually, wait 2-3 seconds for the bridge to initialize before using these tools.

ToolDescription
take_screenshotCapture a PNG of the running viewport
simulate_inputSend batched input: key, mouse, click_element, action, wait
get_ui_elementsGet all visible Control nodes with positions, types, and text
run_scriptExecute arbitrary GDScript at runtime with full SceneTree access

Scene Editing (headless)

All mutation operations save automatically. Use save_scene only for save-as (newPath) or to re-canonicalize a .tscn file.

ToolDescription
create_sceneCreate a new scene file
add_nodeAdd a node to an existing scene (supports promoted spatial params)
load_spriteSet a texture on a Sprite2D, Sprite3D, or TextureRect
save_sceneRe-pack and save the scene, or save-as with newPath
export_mesh_libraryExport scenes as a MeshLibrary for GridMap
batch_scene_operationsRun multiple add_node/load_sprite/save ops in a single Godot process

Node Editing (headless)

All mutation operations save automatically.

ToolDescription
get_scene_treeGet the full scene tree hierarchy (use maxDepth: 1 for shallow listing)
get_node_propertiesRead properties from a node
batch_get_node_propertiesRead properties from multiple nodes in one process
set_node_propertySet a property on a node
batch_set_node_propertiesSet multiple properties in one process
attach_scriptAttach a GDScript to a node
duplicate_nodeDuplicate a node within the scene
delete_nodeRemove a node from the scene
get_node_signalsList all signals on a node with their connections
connect_signalConnect a signal to a method on another node
disconnect_signalDisconnect a signal connection

Project Config (no Godot process required)

These tools edit project.godot directly or read the filesystem. Safe to use even when autoloads are broken.

ToolDescription
list_autoloadsList all registered autoloads with paths and singleton status
add_autoloadRegister a new autoload
remove_autoloadUnregister an autoload by name
update_autoloadModify an existing autoload's path or singleton flag
get_project_settingsRead settings from project.godot by section and key
get_project_filesGet the project file tree with types and extensions
search_projectSearch for a string across project source files
get_scene_dependenciesList all resources a scene depends on

Validation: validate

Validate before attaching or running. Catches syntax errors and missing resource references before they cause headless crashes or runtime failures. Supports scriptPath, source (inline GDScript), scenePath, or a targets array for batch validation.

UIDs: manage_uids (Godot 4.4+)

OperationDescription
getGet a resource's UID
updateResave all resources to update UID references

Architecture

src/
├── index.ts                # MCP server entry point, routes tool calls
├── tools/
│   ├── project-tools.ts    # Project, runtime, autoload, filesystem, search, settings
│   ├── scene-tools.ts      # Scene creation, node addition, sprite loading, batch ops, UIDs
│   ├── node-tools.ts       # Node properties, scripts, tree, duplication, signals
│   └── validate-tools.ts   # GDScript and scene validation
├── scripts/
│   ├── godot_operations.gd # Headless GDScript operations
│   └── mcp_bridge.gd       # UDP autoload for runtime communication
└── utils/
    └── godot-runner.ts     # Process spawning, output parsing, shared validation helpers

Headless operations spawn Godot with --headless --script godot_operations.gd, perform the operation, and return JSON. Runtime operations communicate over UDP with the injected McpBridge autoload.

How the Bridge Works

When run_project or attach_project is called:

  1. mcp_bridge.gd is copied into the project directory
  2. It's registered as an autoload in project.godot
  3. Godot launches with the bridge listening on 127.0.0.1:9900. With run_project, MCP spawns the process; with attach_project, you launch it yourself.
  4. Runtime tools send JSON commands to the bridge and await responses
  5. stop_project or detach_project removes the bridge script and autoload entry

Files generated during runtime (screenshots, executed scripts) are stored in .mcp/ inside the project directory. This directory is automatically added to .gitignore and has a .gdignore so Godot won't import it.

Acknowledgments

Built on the foundation laid by Coding-Solo/godot-mcp for headless Godot operations.

Developed with Claude Code.

License

MIT

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