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Godot-MCP 0.4.0 Tools 4.3 Community

Submitted by user IvanMurzak; Apache-2.0; 2026-06-11

Model Context Protocol (MCP) integration for the Godot Editor. AI tools in C#, cloud-connected to ai-game.dev.

Godot-MCP connects AI agents (Claude, Cursor, GitHub Copilot, Gemini, or any MCP-aware client) to the
Godot Editor so they can inspect and drive your project — create nodes, edit scenes, manage resources
and scripts, capture screenshots, and more.

It is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AI
Tools and connects them to an MCP server through the hosted cloud backend at ai-game.dev, or your own
self-hosted server. The MCP / reflection stack is shared with Unity-MCP and consumed from nuget.org as
NuGet package references (not forked).

36 built-in tools across 10 families: ping, node, scene, resource, filesystem, script, screenshot,
editor, console, and reflection. Tool names mirror Unity-MCP where sensible (scene-*, node-*, ...).

Requirements:
- Godot 4.3+ — the C#/.NET (mono) edition. The standard GDScript-only build cannot compile the addon.
- .NET 8 SDK.

Important install note: Godot compiles every .cs file under your project into one assembly, so your
project's .csproj must declare the two NuGet package references the addon depends on:
com.IvanMurzak.ReflectorNet version 5.3.1
com.IvanMurzak.McpPlugin version 6.7.0
Without them the addon's C# will not compile. Run dotnet restore after adding them. No manual DLL
copying is required — at editor runtime the addon's assembly resolver locates the DLLs in your NuGet
global-packages folder.

Full documentation, the complete tool list, and connection setup:
https://github.com/IvanMurzak/Godot-MCP

License: Apache-2.0.


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