{
  "markdown": "# Godot MCP Runtime\n\n<p align=\"center\">\n  <a href=\"https://glama.ai/mcp/servers/@Erodenn/godot-mcp-runtime\"><img width=\"380\" height=\"200\" src=\"https://glama.ai/mcp/servers/@Erodenn/godot-mcp-runtime/badge\" alt=\"godot-mcp-runtime MCP server\"></a>\n</p>\n\n<p align=\"center\">\n  <a href=\"https://modelcontextprotocol.io/introduction\"><img src=\"https://badge.mcpx.dev?type=server\" alt=\"MCP Server\"></a>\n  <a href=\"https://www.npmjs.com/package/godot-mcp-runtime\"><img src=\"https://img.shields.io/npm/v/godot-mcp-runtime\" alt=\"npm version\"></a>\n  <a href=\"https://www.npmjs.com/package/godot-mcp-runtime\"><img src=\"https://img.shields.io/npm/dw/godot-mcp-runtime\" alt=\"npm weekly downloads\"></a>\n  <a href=\"LICENSE\"><img src=\"https://badgen.net/github/license/Erodenn/godot-mcp-runtime\" alt=\"License: MIT\"></a>\n  <a href=\"https://nodejs.org/\"><img src=\"https://img.shields.io/node/v/godot-mcp-runtime\" alt=\"Node.js\"></a>\n</p>\n\nA lightweight [MCP](https://modelcontextprotocol.io/) server that pairs comprehensive headless editing with full runtime control over a [Godot](https://godotengine.org/) 4.x project. Scene, node, autoload, and validation ops cover everything short of the most niche corners of the engine; the runtime bridge adds screenshots, input simulation, UI discovery, and live GDScript against the running scene tree.\n\n<p align=\"center\"><img src=\"docs/assets/demo.gif\" alt=\"Agent driving a Godot game via MCP runtime tools\" width=\"1000\"></p>\n\n<h3 align=\"center\">The AI doesn't just write your game, it can check its work.</h3>\n<br>\n\n- **Headless editing** — scenes, nodes, scripts, signals, validation, no editor window\n- **Runtime control** — screenshots, input simulation, UI discovery, and live GDScript against the running game\n- **Zero footprint** — no Godot addon, no project commits, auto-cleanup on shutdown\n\n**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. Use npx and there's no install or setup needed.\n\nThink of it as [Playwright MCP](https://github.com/microsoft/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.\n\n> [!NOTE]\n> 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.\n\n## Contents\n\n- [What It Does](#what-it-does)\n- [How It Compares](#how-it-compares)\n- [Quick Start](#quick-start)\n- [Docs](#docs)\n- [Acknowledgments](#acknowledgments)\n- [License](#license)\n\n## What It Does\n\n**Built for agents.** Every tool is purpose-built and self-documenting. When something fails, the response tells the agent how to fix it; when something succeeds, it points toward the next step. The result is an AI that stays unstuck and self-corrects without needing you to nudge it along.\n\n**Headless editing.** Create scenes, add nodes, set properties, attach scripts, connect signals, validate GDScript. All the standard operations, no editor window required.\n\n**Runtime bridge.** When `run_project` or `attach_project` is called, the server injects `McpBridge` as an autoload. This opens a localhost-only TCP listener (both auto-select a free port when `bridgePort` is omitted; pass `bridgePort` to pin a specific port) and enables:\n\n- **Screenshots:** Capture the viewport — by default returns a 960x540 preview inline plus the full PNG on disk; use `responseMode: 'full'` for pixel-perfect or `'path_only'` to skip the inline image\n- **Input simulation:** Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, and timed waits\n- **UI discovery:** Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state\n- **Live script execution:** Compile and run arbitrary GDScript with full SceneTree access while the game is running\n\n**Background mode.** Pass `background: true` to `run_project` and the Godot window moves off-screen (positioned at `(-9999, -9999)`) 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.\n\n**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. Use `detach_project` when done.\n\n> [!IMPORTANT]\n> `get_debug_output` is unavailable in attached mode. stdout and stderr only flow through processes MCP started itself, so when Godot is launched externally there's no captured output to return. Use `run_project` if you need the debug stream.\n\nThe bridge cleans itself up automatically when `stop_project` or `detach_project` is called. No leftover autoloads, no modified project files.\n\n## How It Compares\n\nThe Godot MCP space splits on two axes: whether a server can drive a _running_ game (runtime) or only edit files, and what it costs your project to do so. Most servers that offer real runtime control ship as a Godot addon you install and commit to version control, or as a custom engine you download. This one injects a bridge transiently and removes it on shutdown, so you get full live-game control against stock Godot with nothing left in your repo.\n\n| Server                    | Live-game runtime                                          | Footprint                            | License                        | Price                 |\n| ------------------------- | ---------------------------------------------------------- | ------------------------------------ | ------------------------------ | --------------------- |\n| **Godot MCP Runtime**     | **Full**: screenshots, input, live scene tree, script exec | **Zero** (`npx`, no committed addon) | MIT                            | Free                  |\n| Summer Engine             | Full                                                       | Custom engine download + sign-in     | MIT layer / proprietary engine | Free core, paid cloud |\n| tugcantopaloglu/godot-mcp | Full                                                       | Committed autoload addon             | MIT                            | Free                  |\n| Godot MCP Pro             | Full                                                       | Committed editor addon               | Proprietary                    | $15                   |\n| GDAI MCP                  | Editor-mediated                                            | Committed editor addon               | Proprietary                    | $19                   |\n| Coding-Solo/godot-mcp     | No (launch + debug output)                                 | Zero (`npx`)                         | MIT                            | Free                  |\n\nAmong servers with full live-game control, Godot MCP Runtime pairs a zero-footprint install (no addon committed to version control, no custom engine, no account) with a single `npx` command, and it has shipped this transient-autoload runtime bridge since February 2026. One other project, [Vollkorn-Games/godot-mcp](https://github.com/Vollkorn-Games/godot-mcp), independently arrived at the same design at the same time and is the only other server in this niche; it's earlier-stage and installs from source rather than npm. For the full field of ~20 servers with a source for every claim, see [docs/comparison.md](docs/comparison.md).\n\n## Quick Start\n\n### Prerequisites\n\n- [Node.js](https://nodejs.org/) v20+\n- [Godot 4.x](https://godotengine.org/)\n\nThat's it. No Godot addon, no project modifications.\n\n### Configure Your MCP Client\n\nAdd the following to your MCP client config. Works with Claude Code, Claude Desktop, Cursor, or any MCP-compatible client.\n\n**Zero-install via npx (recommended):**\n\n```json\n{\n  \"mcpServers\": {\n    \"godot\": {\n      \"command\": \"npx\",\n      \"args\": [\"-y\", \"godot-mcp-runtime\"],\n      \"env\": {\n        \"GODOT_PATH\": \"<path-to-godot-executable>\"\n      }\n    }\n  }\n}\n```\n\n**Or install globally:**\n\n```bash\nnpm install -g godot-mcp-runtime\n```\n\n```json\n{\n  \"mcpServers\": {\n    \"godot\": {\n      \"command\": \"godot-mcp-runtime\",\n      \"env\": {\n        \"GODOT_PATH\": \"<path-to-godot-executable>\"\n      }\n    }\n  }\n}\n```\n\n**Or clone from source:**\n\n```bash\ngit clone https://github.com/Erodenn/godot-mcp-runtime.git\ncd godot-mcp-runtime\nnpm install\nnpm run build\n```\n\n```json\n{\n  \"mcpServers\": {\n    \"godot\": {\n      \"command\": \"node\",\n      \"args\": [\"<path-to>/godot-mcp-runtime/dist/index.js\"],\n      \"env\": {\n        \"GODOT_PATH\": \"<path-to-godot-executable>\"\n      }\n    }\n  }\n}\n```\n\n> [!TIP]\n> **Prefer pnpm?** All three install paths work with pnpm. Substitute `pnpm dlx godot-mcp-runtime` for `npx -y godot-mcp-runtime`, `pnpm add -g godot-mcp-runtime` for the global install, or `pnpm install && pnpm run build` for the source build. pnpm ships stronger defaults against npm supply-chain attacks; see [pnpm's supply chain security guide](https://pnpm.io/supply-chain-security).\n\nIf Godot is on your `PATH`, you can omit `GODOT_PATH` entirely. The server will auto-detect it.\n\n#### Optional environment variables\n\nAll are set in the same `env` block as `GODOT_PATH`:\n\n| Variable                        | Effect                                                                                                                                                                                                                                                                            |\n| ------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| `DEBUG`                         | `\"true\"` enables verbose `[DEBUG]` logging.                                                                                                                                                                                                                                       |\n| `GODOT_MCP_DISABLE_ELICITATION` | `\"true\"` disables the confirmation prompts for `run_project` and `run_script`. Use this if your client cannot display elicitation prompts (e.g. Claude Desktop, which auto-cancels them). Fail-open: the action proceeds with a warning. Tier 1 security hard-blocks still apply. |\n| `GODOT_MCP_STRICT`              | `\"true\"` hard-rejects anything that would otherwise prompt, for unattended operation. Takes precedence over `GODOT_MCP_DISABLE_ELICITATION` when both are set.                                                                                                                    |\n\n```json\n{\n  \"mcpServers\": {\n    \"godot\": {\n      \"command\": \"npx\",\n      \"args\": [\"-y\", \"godot-mcp-runtime\"],\n      \"env\": {\n        \"GODOT_PATH\": \"<path-to-godot-executable>\",\n        \"GODOT_MCP_DISABLE_ELICITATION\": \"true\"\n      }\n    }\n  }\n}\n```\n\n> [!IMPORTANT]\n> **Windows path gotchas.** `GODOT_PATH` must point at the Godot executable itself, not its install folder. Backslashes in JSON must be escaped or replaced with forward slashes:\n>\n> ```json\n> \"GODOT_PATH\": \"D:\\\\Godot\\\\Godot_v4.4-stable_win64.exe\"\n> // or equivalently\n> \"GODOT_PATH\": \"D:/Godot/Godot_v4.4-stable_win64.exe\"\n> ```\n>\n> Setting the variable from a wrapper `.bat` does not propagate to the MCP server — the path must live in the client's `env` block above.\n\n### Verify\n\nAsk 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.\n\n## Security model\n\n`run_script` and `run_project` execute arbitrary GDScript inside the live Godot process, which runs with full user privileges. The server defends against this with a three-tier static-analysis gate that inspects GDScript before forwarding it to the bridge:\n\n- **Tier 1 (hard block)** — direct exec (`OS.execute`/`shell_open`/…), reflection bypasses (`ClassDB.instantiate`, `Object.set_script`), dynamic code (`Expression`, `str_to_var`), and non-literal `load`/`preload`/`call` are rejected server-side.\n- **Tier 2 (elicit)** — filesystem writes (`FileAccess.open`, `DirAccess.remove`) and network primitives (`HTTPRequest`, `TCPServer`, …) trigger a user-confirmation prompt via MCP elicitation.\n- **Tier 3 (warn)** — literal `load(\"res://…\")` and similar common idioms execute, but findings surface in the response `warnings` array.\n\n`run_project` runs the same scan over `[autoload]` scripts and scripts attached to the launched scene before spawning Godot.\n\nSet `GODOT_MCP_STRICT=true` to promote every Tier 2 finding to a hard block — needed for unattended operation where MCP client bypass-permissions modes auto-accept elicitation. Off by default.\n\nSet `GODOT_MCP_DISABLE_ELICITATION=true` for clients that cannot display elicitation prompts (e.g. Claude Desktop, which auto-cancels them). It skips the confirmation prompts and proceeds (fail-open): `run_project` launches and Tier 2 `run_script` findings run with a warning. Tier 1 hard blocks are unaffected. Strict mode takes precedence when both are set. Off by default.\n\nEvery `run_script` call writes a `.policy.json` sidecar next to the audit-trail `.gd` file in `.mcp/scripts/`. See [`docs/security.md`](docs/security.md) for the full rule catalogue.\n\n## Docs\n\n- [`docs/tools.md`](docs/tools.md) — full tool reference, grouped by category\n- [`docs/tool-authoring.md`](docs/tool-authoring.md) — standards for adding or modifying tools\n- [`docs/architecture.md`](docs/architecture.md) — source layout, bridge sequence diagram, lifecycle steps, runtime artifact behavior\n- [`docs/security.md`](docs/security.md) — `run_script` / `run_project` security model, full rule catalogue, strict-mode behavior\n\n## Acknowledgments\n\nBuilt on the foundation laid by [Coding-Solo/godot-mcp](https://github.com/Coding-Solo/godot-mcp) for headless Godot operations.\n\nDeveloped with [Claude Code](https://claude.ai/code).\n\n## License\n\n[MIT](LICENSE)\n",
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