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godot-mcp-pro

by youichi-uda · youichi-uda/godot-mcp-pro

169 MCP tools connecting AI assistants directly to the Godot 4 editor — scenes, animation, 3D, physics, audio, shaders, and testing.

Godot MCP Pro is a premium MCP server that connects AI assistants to the Godot 4 game engine via real-time WebSocket. It exposes 169 tools across 23 categories (scene, node, script, animation, physics, 3D, particles, audio, shader, input simulation, runtime analysis, navigation, testing, and more). Three operational modes: Full (169), Lite (80), Minimal (35). UndoRedo integration ensures all operations are reversible. $5 one-time purchase.

Why use it

Key features

Live Demo

What it looks like in practice

godot-mcp-pro-2.replay ▶ ready
0/0

Install

Pick your client

~/Library/Application Support/Claude/claude_desktop_config.json  · Windows: %APPDATA%\Claude\claude_desktop_config.json
{
  "mcpServers": {
    "godot-mcp-pro-2": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/youichi-uda/godot-mcp-pro"
      ]
    }
  }
}

Open Claude Desktop → Settings → Developer → Edit Config. Restart after saving.

~/.cursor/mcp.json · .cursor/mcp.json
{
  "mcpServers": {
    "godot-mcp-pro-2": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/youichi-uda/godot-mcp-pro"
      ]
    }
  }
}

Cursor uses the same mcpServers schema as Claude Desktop. Project config wins over global.

VS Code → Cline → MCP Servers → Edit
{
  "mcpServers": {
    "godot-mcp-pro-2": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/youichi-uda/godot-mcp-pro"
      ]
    }
  }
}

Click the MCP Servers icon in the Cline sidebar, then "Edit Configuration".

~/.codeium/windsurf/mcp_config.json
{
  "mcpServers": {
    "godot-mcp-pro-2": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/youichi-uda/godot-mcp-pro"
      ]
    }
  }
}

Same shape as Claude Desktop. Restart Windsurf to pick up changes.

~/.continue/config.json
{
  "mcpServers": [
    {
      "name": "godot-mcp-pro-2",
      "command": "TODO",
      "args": [
        "See README: https://github.com/youichi-uda/godot-mcp-pro"
      ]
    }
  ]
}

Continue uses an array of server objects rather than a map.

~/.config/zed/settings.json
{
  "context_servers": {
    "godot-mcp-pro-2": {
      "command": {
        "path": "TODO",
        "args": [
          "See README: https://github.com/youichi-uda/godot-mcp-pro"
        ]
      }
    }
  }
}

Add to context_servers. Zed hot-reloads on save.

claude mcp add godot-mcp-pro-2 -- TODO 'See README: https://github.com/youichi-uda/godot-mcp-pro'

One-liner. Verify with claude mcp list. Remove with claude mcp remove.

Use Cases

Real-world ways to use godot-mcp-pro

How to build a Godot scene with AI using Godot MCP Pro

👤 Godot developers who want AI-assisted scene creation ⏱ ~20 min beginner

When to use: You want to quickly prototype a game scene by describing it in natural language.

Prerequisites
  • Godot 4 with MCP Pro plugin — Copy addons/godot_mcp/ to your project, enable in Project Settings → Plugins
  • Node.js MCP server — cd server && npm install && npm run build
Flow
  1. Describe the scene
    Create a 2D platformer level with a player CharacterBody2D, 5 platforms as StaticBody2D, and a goal area. Set up collision shapes for all.✓ Copied
    → Scene tree created with all nodes, collision shapes, and proper hierarchy
  2. Add scripts
    Attach a movement script to the player with gravity, jump, and horizontal movement. Use Input.is_action_pressed for inputs.✓ Copied
    → GDScript attached and functional
  3. Test the level
    Start a playtest and tell me if the player can reach the goal. Check for collision issues.✓ Copied
    → Playtest results with observations

Outcome: A playable prototype level built entirely through natural language.

Pitfalls
  • Too many tools overwhelm some MCP clients — Switch to Lite (80 tools) or Minimal (35) mode if your client struggles with the full set
Combine with: filesystem

Create and iterate on animations in Godot with AI assistance

👤 Game developers working on character animations and effects ⏱ ~15 min intermediate

When to use: You want to create, tweak, or debug animations without manually editing keyframes.

Prerequisites
  • Godot MCP Pro connected — Plugin enabled and MCP server running
Flow
  1. Create an animation
    Create an AnimationPlayer on the player node with a 'walk' animation: translate the sprite 4 pixels up and down over 0.4 seconds, looping.✓ Copied
    → Animation created with keyframes set
  2. Preview and adjust
    Play the walk animation. It looks too fast — slow it down to 0.6 seconds and add an ease-in-out curve.✓ Copied
    → Animation updated with new timing and easing

Outcome: Polished animation created and refined through iterative AI feedback.

Pitfalls
  • Complex AnimationTree setups are hard to describe in natural language — Build the AnimationTree structure step by step, one blend node at a time

Combinations

Pair with other MCPs for X10 leverage

godot-mcp-pro-2 + filesystem

Generate and save GDScript files alongside scene modifications

Create an enemy AI script with patrol and chase states, save it as res://scripts/enemy_ai.gd, and attach it to the enemy node.✓ Copied

Tools

What this MCP exposes

ToolInputsWhen to callCost
create_node type: str, name: str, parent_path?: str Add a new node to the scene tree 0
set_property node_path: str, property: str, value: any Set any property on a node (supports UndoRedo) 0
attach_script node_path: str, code: str Attach a GDScript to a node 0
create_animation player_path: str, name: str, keyframes: obj Create an animation with keyframes 0
run_scene scene_path?: str Start a playtest of the current or specified scene 0
get_scene_tree none Get the current scene tree structure 0

Cost & Limits

What this costs to run

API quota
N/A — fully local WebSocket connection
Tokens per call
100–500 tokens per tool call
Monetary
$5 one-time purchase — includes lifetime updates
Tip
Use Minimal mode (35 tools) if you only need basic scene and script operations.

Security

Permissions, secrets, blast radius

Credential storage: N/A — local WebSocket connection only
Data egress: All communication is local between MCP server and Godot editor (localhost WebSocket)

Troubleshooting

Common errors and fixes

WebSocket connection failed

Ensure the Godot plugin is enabled and the Node.js server is running. Check the port in .mcp.json matches the plugin settings.

Verify: Check Godot's output panel for MCP plugin messages
Tool count exceeds client limit

Switch to Lite (80 tools) or Minimal (35 tools) mode in the MCP configuration.

Verify: Update the mode parameter in .mcp.json
Property not updating

Some properties require the scene to be saved and reloaded. Try saving the scene after the change.

Verify: Check the Godot Inspector panel for the property value

Alternatives

godot-mcp-pro vs others

AlternativeWhen to use it insteadTradeoff
Godot MCP (free community)You want a free alternative with fewer featuresFewer tools but no cost

More

Resources

📖 Read the official README on GitHub

🐙 Browse open issues

🔍 Browse all 400+ MCP servers and Skills