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Godot MCP Runtime

by Erodennversion 3.8.0i★ –iRuns on your computer
Registry nameio.github.Erodenn/godot-mcp-runtime

Install

Overview

Description from the maker (original English)

Zero-addon MCP server for Godot 4: agents edit, run, and play-test the game.

PopNx MCP’s three pillars

These three are never merged into one score: opinions, measurements and popularity are different things.

What you can do with it

We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.

  • Connection: Runs on your computer
  • Transport: stdio
  • Category: Games, sports, food & learning

Install

Pick the AI app you use, then copy the settings.

Before you install

  • Basic checks: 1 of 1 passed
  • Runs on your computer with your user’s permissions (files, network, apps).
  • You fill in yourself: GODOT_PATH, DEBUG, GODOT_MCP_DISABLE_ELICITATION, GODOT_MCP_STRICT, GODOT_MCP_DISABLE_SECURITY

You need

  • npmNode.js installed (for the npx command)

Which app do you use?

Pick your app above. We remember it, so next time the button says “Install in …”.

Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json

{
  "mcpServers": {
    "godot-runtime": {
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp-runtime"
      ],
      "env": {
        "GODOT_PATH": "your-value",
        "DEBUG": "your-value",
        "GODOT_MCP_DISABLE_ELICITATION": "your-value",
        "GODOT_MCP_STRICT": "your-value",
        "GODOT_MCP_DISABLE_SECURITY": "your-value"
      }
    }
  }
}

Run this in your terminal

claude mcp add godot-runtime --env GODOT_PATH=your-value --env DEBUG=your-value --env GODOT_MCP_DISABLE_ELICITATION=your-value --env GODOT_MCP_STRICT=your-value --env GODOT_MCP_DISABLE_SECURITY=your-value -- npx -y godot-mcp-runtime

Fill in the empty values before running it.

Open in Cursor

Or copy the settings yourself

Paste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json

{
  "mcpServers": {
    "godot-runtime": {
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp-runtime"
      ],
      "env": {
        "GODOT_PATH": "your-value",
        "DEBUG": "your-value",
        "GODOT_MCP_DISABLE_ELICITATION": "your-value",
        "GODOT_MCP_STRICT": "your-value",
        "GODOT_MCP_DISABLE_SECURITY": "your-value"
      }
    }
  }
}

Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.

Open in VS Code

Or copy the settings yourself

Paste into .vscode/mcp.json in your project

{
  "servers": {
    "godot-runtime": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp-runtime"
      ],
      "env": {
        "GODOT_PATH": "your-value",
        "DEBUG": "your-value",
        "GODOT_MCP_DISABLE_ELICITATION": "your-value",
        "GODOT_MCP_STRICT": "your-value",
        "GODOT_MCP_DISABLE_SECURITY": "your-value"
      }
    }
  }
}

Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.

This one runs on your computer, and ChatGPT can only connect to servers on the internet. Pick another app.

Your choice stays on this device in a cookie; no account needed.

Values you fill in

  • GODOT_PATH env
    Path to the Godot 4.x executable. Auto-detected if Godot is on PATH.
  • DEBUG env
    Enable verbose logging when set to 'true'.
  • GODOT_MCP_DISABLE_ELICITATION env
    Set to 'true' to disable run_project/run_script confirmation prompts (fail-open) for clients that cannot display elicitation, e.g. Claude Desktop. Tier 1 security hard-blocks still apply.
  • GODOT_MCP_STRICT env
    Set to 'true' to hard-reject anything that would otherwise prompt, for unattended operation. Takes precedence over GODOT_MCP_DISABLE_ELICITATION.
  • GODOT_MCP_DISABLE_SECURITY env
    Set to 'true' to disable the run_script/run_project static gate entirely, Tier 1 hard blocks included. Overrides GODOT_MCP_STRICT. Operator opt-out, not a convenience.

These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.

What it can do

Runs on your computer; the tool list appears in your AI app after you install it.

Basic checksi

We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 8, 2026

  • ✓ Pass

    Maker matches the repo

    The registry name was verified with the GitHub account Erodenn, which owns the repo

  • … Not checked yet

    Still maintained

    We have not read this repo from GitHub yet

  • … Not checked yet

    Has a licence

    We have not read this repo from GitHub yet

  • – Not applicable

    Endpoint responds

    This one runs on your computer; there is no internet endpoint

  • – Not applicable

    Sign-in with OAuth

    Runs on your computer and uses local settings instead

  • … Not checked yet

    No hidden instructions in tool descriptions

    Runs on your computer; we can only read tool lists from internet endpoints

Compared with others in Games, sports, food & learningi

  • More stars than 0% of the other 1309 servers in this category
  • Published to the registry more recently than 32% of the other 1309 servers in this category
  • Basic checks equal to or better than 100% of the other 1309 servers in this category

Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.

Common questions

Is Godot MCP Runtime safe?

It passed 1 of 1 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.

What keys or codes does it need?

The registry does not list a required key, though some servers ask you to sign in on first use.

Does it run on my computer or in the cloud?

It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).

Is it still maintained?

The GitHub repo last changed –, and the latest version (3.8.0) reached the registry 2 months ago.

Which apps can use it?

Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Node.js on your computer.

What can I use instead?

In the same category: Kerbside F1, Open Food Facts MCP, Modrinth MCP

Alternatives

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Reading a card:↓ Downloads per weeki★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi

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by kerbside.racingEarlyUpdated today

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Open Food Facts MCP

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by mrfentmenVery new↓ 43/wkUpdated today

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Modrinth MCP

Search Minecraft mods on Modrinth, filter by loader/game version, browse versions.

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README from the maker

Open the README

Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.

Godot MCP Runtime

A lightweight MCP server that gives AI agents the tools to interact with the Godot game engine. Features comprehensive headless editing and full runtime control over a Godot 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.

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

  • Headless editing: scenes, nodes, scripts, signals, validation, no editor window
  • Runtime control: screenshots, input simulation, UI discovery, live GDScript, and function profiling against the running game
  • Zero footprint: no Godot addon, no project commits, auto-cleanup on shutdown

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.

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.

[!NOTE]

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.

Contents

  • What It Does
  • How It Compares
  • Quick Start
  • Docs
  • Acknowledgments
  • License

What It Does

This server is the perfect tool kit for AI assisted game development with Godot. It provides a comprehensive suite of tools that allows agents to create scenes, nodes, scripts, and more. The runtime tool set provides the capabilities to check work by running the game and interacting with it in real time, all without becoming a cumbersome dependency on your project.

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.

Headless editing. Create scenes, add nodes, set properties, attach scripts, connect signals, 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 localhost-only TCP listener (both auto-select a free port when bridgePort is omitted; pass bridgePort to pin a specific port) and enables:

  • Screenshots: Capture the viewport. By default this returns a 960x540 preview inline plus the full PNG on disk
  • Input simulation: Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, text typed into the focused Control, and timed waits. Each action reports what it did: the Control it hit, the signals it fired, and what changed on screen
  • 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
  • Function profiling: With profiling: true at launch, capture Godot's own profiler and rank the most expensive GDScript functions by own or inclusive time, with source locations and per-frame averages

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.

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.

[!IMPORTANT]

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.

The bridge cleans itself up automatically - on stop_project or detach_project, and also without a tool call when the game exits on its own, the bridge connection drops, or the server shuts down (including a client that just closes the connection). Its artifacts live under .mcp/godot-runtime/ in the project, which the server adds to .gitignore. No leftover autoloads, no modified project files.

How It Compares

The 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.

ServerLive-game runtimeFootprintLicensePrice
Godot MCP RuntimeFull: screenshots, input, live scene tree, script execZero (npx, no committed addon)MITFree
Summer EngineFullCustom engine download + sign-inMIT layer / proprietary engineFree core, paid cloud
tugcantopaloglu/godot-mcpFullCommitted autoload addonMITFree
Godot MCP ProFullCommitted editor addonProprietary$15
GDAI MCPEditor-mediatedCommitted editor addonProprietary$19
Coding-Solo/godot-mcpNo (launch + debug output)Zero (npx)MITFree

Among 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. For the full field of ~20 servers with a source for every claim, see docs/comparison.md.

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

Zero-install via npx (recommended):

{

"mcpServers": { "godot": { "command": "npx", "args": ["-y", "godot-mcp-runtime"], "env": { "GODOT_PATH": " " } } } }

Or install globally:

npm install -g godot-mcp-runtime
{

"mcpServers": { "godot": { "command": "godot-mcp-runtime", "env": { "GODOT_PATH": " " } } } }

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": [" /godot-mcp-runtime/dist/index.js"], "env": { "GODOT_PATH": " " } } } }

[!TIP]

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.

If Godot is on your PATH, you can omit GODOT_PATH entirely. The server will auto-detect it.

Optional environment variables

All are set in the same env block as GODOT_PATH:

VariableEffect
DEBUG"true" enables verbose [DEBUG] logging.

The three security-gate flags below share one axis (see docs/security.md for the full picture) and are wide enough to wrap badly in a table, so they get a list instead:

  • `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.
  • `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.
  • `GODOT_MCP_DISABLE_SECURITY` - "true" turns the entire run_script/run_project security gate off: no scan, no block, no elicitation, no warnings, no audit sidecars - Tier 1 included. Overrides GODOT_MCP_STRICT when both are set. Enabling this is a human decision - an agent should decline to set it on a user's behalf.
{

"mcpServers": { "godot": { "command": "npx", "args": ["-y", "godot-mcp-runtime"], "env": {

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