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Godot MCP Runtime

@Erodenn

基本情報

カテゴリ

その他

トランスポート

stdio

作者

Erodenn

投稿者

Owen

Godot MCP Runtime について

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.

Godot MCP Runtime の設定

以下の設定を使って、このサーバーを MCP 対応クライアントに追加してください。

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

Godot MCP Runtime のツール

ツール一覧はまだありません

この掲載には表示できるツール一覧がまだありません。サーバーにツールがないという意味ではありません。対応機能はプロジェクトのドキュメントをご確認ください。

上のボタンで一時的なサンドボックスでこのサーバーを実行し、ツール一覧を取得できます。

概要

What is Godot MCP Runtime?

A lightweight MCP server that gives AI assistants direct access to a running Godot 4.x game. It injects a UDP bridge as an autoload, enabling input simulation, screenshots, UI discovery, and live GDScript execution — no Godot addon required. Designed for AI-driven game development workflows where the agent can check its own work.

How to use Godot MCP Runtime?

Requires Node.js v18+ and Godot 4.x. Install via npx -y godot-mcp-runtime or npm install -g godot-mcp-runtime. Add the command to your MCP client config (Claude Code, Claude Desktop, Cursor) with the GODOT_PATH environment variable (or omit if Godot is on your PATH). Verify by asking the AI to call get_project_info.

Key features of Godot MCP Runtime

  • Runtime bridge injects a UDP autoload on port 9900
  • Screenshot capture, batched input simulation, and UI discovery
  • Live GDScript execution against the active scene tree
  • Headless scene editing: create scenes, add nodes, attach scripts
  • Background mode hides the Godot window and blocks physical input
  • Manual attach mode for CI or externally launched projects

Use cases of Godot MCP Runtime

  • AI verifying its own changes by running the game and checking output
  • Automated headless testing of scenes and UI interactions
  • Live debugging and inspection of a running Godot project
  • Batch scene operations (add nodes, set properties, save) without opening the editor

よくある質問

1

What distinguishes this from other Godot MCP servers?

No addon installation is required — the server injects a lightweight UDP bridge at runtime and cleans it up automatically. It is analogous to Playwright MCP, but for Godot games.

2

What are the runtime dependencies?

Node.js v18+ and a Godot 4.x executable. No Godot addon, no project modifications, no additional dependencies.

3

Where does runtime data live, and how is security handled?

The UDP bridge listens on localhost port 9900 only. The bridge is injected as a temporary autoload and is removed when `stop_project` or `detach_project` is called.

4

What are the known limitations?

`get_debug_output` is unavailable in manual attach mode because stdout/stderr only flow through processes the MCP server started itself. The server is not a playtesting replacement and cannot assess game feel or fun.

5

What transport and authentication does the server use?

The server uses MCP stdio transport. No authentication mechanism is mentioned in the README.

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