Christian Pure
Read-only lookup of articles, prayers, Bible verses and courses. No account. Run by Christian Pure.
作者提供的说明(英文原文)
Zero-addon MCP server for Godot 4: agents edit, run, and play-test the game.
这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。
我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。
选择你使用的 AI 应用,然后复制设置。
GODOT_PATH, DEBUG, GODOT_MCP_DISABLE_ELICITATION, GODOT_MCP_STRICT, GODOT_MCP_DISABLE_SECURITY你需要
你用的是哪个应用?
在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。
打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 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"
}
}
}
}在终端中运行这条命令
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运行前请先填写空着的值。
粘贴到项目中的 .cursor/mcp.json,或 ~/.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"
}
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
粘贴到项目中的 .vscode/mcp.json
{
"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"
}
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。
你的选择通过 Cookie 保存在这台设备上,无需账户。
GODOT_PATH envDEBUG envGODOT_MCP_DISABLE_ELICITATION envGODOT_MCP_STRICT envGODOT_MCP_DISABLE_SECURITY env这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月8日
注册名称已通过 GitHub 账户 Erodenn 验证,该账户拥有此仓库
我们还没有从 GitHub 读取这个仓库
我们还没有从 GitHub 读取这个仓库
它在你的电脑上运行,没有互联网端点
在你的电脑上运行,改用本地设置
它在你的电脑上运行;我们只能读取互联网端点的工具列表
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
它在 1 项适用的基础检查中通过了 1 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
GitHub 仓库最后更新于–,最新版本(3.8.0)于2个月前进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Node.js。
同一分类中有:Christian Pure, ReversePort, Reelist
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:↓ 每周下载量i★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
Read-only lookup of articles, prayers, Bible verses and courses. No account. Run by Christian Pure.
Reverse engineer and port apps and games: Godot, Unity IL2CPP, .NET, binaries, with parity checks.
Your film diary: log and rate films, search what you've watched, keep a watchlist and see stats.
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
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": {
只显示了开头部分;其余内容请在仓库中阅读