EduAtlas
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作者による説明(英語の原文)
Zero-addon MCP server for Godot 4: agents edit, run, and play-test the game.
この3つを1つのスコアにまとめることはしません。意見、測定、人気はそれぞれ別のものだからです。
このサーバーのやさしい解説はまだ書いていません。以下はレジストリから読み取った事実です。
使っているAIアプリを選んで、設定をコピーしてください。
GODOT_PATH, DEBUG, GODOT_MCP_DISABLE_ELICITATION, GODOT_MCP_STRICT, GODOT_MCP_DISABLE_SECURITY必要なもの
どのアプリを使っていますか?
上でアプリを選んでください。選んだアプリを覚えておくので、次からはボタンに「…にインストール」と表示されます。
Claude Desktop → Settings → Developer → Edit Config を開き、claude_desktop_config.json にこれを貼り付けます
{
"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"
}
}
}
}ターミナルでこれを実行します
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動かす前に、空欄の値を入力してください。
プロジェクトの .cursor/mcp.json、または ~/.cursor/mcp.json に貼り付けます
{
"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"
}
}
}
}ブラウザがアプリを開いてよいか確認し、そのあとアプリが設定を表示して確認を求めます。キーの値は空欄のままなので、自分で入力してください。
プロジェクトの .vscode/mcp.json に貼り付けます
{
"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"
}
}
}
}ブラウザがアプリを開いてよいか確認し、そのあとアプリが設定を表示して確認を求めます。キーの値は空欄のままなので、自分で入力してください。
これはパソコンで動くサーバーですが、ChatGPTがつなげるのはインターネット上のサーバーだけです。ほかのアプリを選んでください。
選んだアプリは、この端末のCookieに保存されます。アカウントは不要です。
GODOT_PATH envDEBUG envGODOT_MCP_DISABLE_ELICITATION envGODOT_MCP_STRICT envGODOT_MCP_DISABLE_SECURITY envこの設定は、作者のレジストリ登録情報から作成しています。READMEと違う場合は、READMEに従ってください。
パソコンで動くサーバーです。インストールすると、ツール一覧がAIアプリに表示されます。
誰でも見られる情報をチェックしており、コードは読んでいません。当てはまらない項目は数に入れていません。 · 2026年11月8日にチェック
レジストリ名は、リポジトリを所有するGitHubアカウント Erodenn で確認済みです
このリポジトリはまだGitHubから読み取っていません
このリポジトリはまだGitHubから読み取っていません
これはパソコンで動くため、インターネット上のエンドポイントはありません
パソコンで動き、代わりにローカルの設定を使います
パソコンで動くサーバーです。ツール一覧を読み取れるのは、インターネット上のエンドポイントがある場合だけです
レジストリでこのカテゴリにある有効なすべてのサーバーと比較しています。スターは、公開者がリポジトリの所有者である場合だけ数えます。
当てはまる基本チェック1項目のうち1項目に合格しました。コードは読んでいません。キーやトークンを追加する前に、サーバーがどんなアクセスを求めているかを確認し、必要な権限だけを持つキーを使ってください。
レジストリには必須のキーは載っていません。ただし、最初に使うときにサインインを求めるサーバーもあります。
あなたのパソコンで動きます。必要なときにAIアプリが起動し、データは作者のサーバーを通りません(サーバー自体がオンラインサービスを呼び出す場合を除きます)。
GitHubリポジトリの最終更新は–、最新バージョン(3.8.0)がレジストリに届いたのは2 か月前です。
Claude Desktop、Claude Code、Cursor、VS CodeなどのMCP対応アプリで使えます。パソコンにNode.jsも必要です。
同じカテゴリには:EduAtlas, RSS.com MCP by usefulapi, Castos MCP by usefulapi
同じカテゴリで、ほかの作者が作ったサーバー。スターの多い順。
カードの見方:★ GitHubスターi3つの柱:レビュー · チェック · 利用状況i更新=最新バージョンをレジストリに公開した日i
Live school vacancies from schools' own careers pages, and official school records. Free, no login.
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Read podcasts and episodes; create and update episodes; manage private subscribers in Castos.
作者のリポジトリから書かれたとおりにコピーしたものです。PopNx MCPは内容を確認・推奨していません。HTML、画像、スクリプトは取り除いています。リンクはこのサイトの外へ移動します。
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.
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.
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:
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 averagesBackground 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_outputis 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. Userun_projectif 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.
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.
| Server | Live-game runtime | Footprint | License | Price |
|---|---|---|---|---|
| Godot MCP Runtime | Full: screenshots, input, live scene tree, script exec | Zero (npx, no committed addon) | MIT | Free |
| Summer Engine | Full | Custom engine download + sign-in | MIT layer / proprietary engine | Free core, paid cloud |
| tugcantopaloglu/godot-mcp | Full | Committed autoload addon | MIT | Free |
| Godot MCP Pro | Full | Committed editor addon | Proprietary | $15 |
| GDAI MCP | Editor-mediated | Committed editor addon | Proprietary | $19 |
| Coding-Solo/godot-mcp | No (launch + debug output) | Zero (npx) | MIT | Free |
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.
That's it. No Godot addon, no project modifications.
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-runtimefornpx -y godot-mcp-runtime,pnpm add -g godot-mcp-runtimefor the global install, orpnpm install && pnpm run buildfor 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.
All are set in the same env block as GODOT_PATH:
| Variable | Effect |
|---|---|
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:
"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."true" hard-rejects anything that would otherwise prompt, for unattended operation. Takes precedence over GODOT_MCP_DISABLE_ELICITATION when both are set."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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