Godot4 Runtime MCP
G

Godot4 Runtime MCP

A Godot 4 example project containing an MCP client plugin, used to demonstrate real-time viewing, modifying scene node attributes, and calling methods through AI tools such as Claude during game runtime, enabling AI-assisted debugging and development.
2.5 points
3.8K

What is the Godot MCP Server?

The Godot MCP server is a bridge tool that connects the Claude AI assistant with the Godot game engine. Through this server, Claude can access a running Godot game project in real-time, view the scene structure, modify game object properties, call script methods, and even create new game nodes. This provides game developers with a powerful AI-assisted debugging and development tool.

How to Use the Godot MCP Server?

The usage process is divided into three main steps: 1) Start the MCP server and run the Godot game project; 2) Connect to the server through the MCP protocol in the Claude chat interface; 3) Use the provided tool commands to view and modify the game state. The entire process does not require writing additional code and can be operated through natural language instructions.

Applicable Scenarios

The Godot MCP server is particularly suitable for the following scenarios: game balance debugging (adjusting character attributes in real-time), rapid prototype testing (dynamically creating game objects), teaching demonstrations (visually displaying the game structure), automated testing (executing test cases through AI), and remote collaborative debugging (team members viewing the game state through an AI assistant).

Main Features

Scene Tree Viewing
View the complete scene structure in the Godot game in real-time, including all nodes, their hierarchical relationships, and attribute information. You can browse game objects like a file system.
Property Access and Modification
Read and modify various properties of game nodes, such as position, speed, and health. It supports operations on basic data types and complex object properties.
Script Method Invocation
Call C# or GDScript methods on game objects, pass parameters, and get return values. You can trigger game logic such as attacks, healing, and state switching.
Dynamic Node Creation
Create new game nodes at runtime, set initial properties, and add them to the scene tree. It supports creating various types of nodes such as sprites, colliders, and UI elements.
Performance Monitoring
Get performance data during game runtime, including frame rate (FPS), memory usage, and the number of nodes and other statistical information to help optimize game performance.
Game Screenshot
Capture the current game screen and save it as an image file for recording the game state, creating documentation, or analyzing visual effects.
Advantages
Real-time interaction: You can view and modify the state without stopping the game, greatly improving debugging efficiency.
Natural language operation: Through Claude's natural language understanding, complex operations can be completed with simple instructions.
Visual debugging: View game objects in a structured way, which is more intuitive than traditional log debugging.
Cross-platform support: Supports Godot projects on Windows, macOS, and Linux.
Safe and controllable: Operations are limited to debugging functions and will not affect the security of the game's core logic.
Limitations
Requires a running environment: Both the Godot game and the MCP server must be running.
Network dependency: Communicates through the local network, and the port must be available.
Performance impact: Frequent queries and modifications may slightly affect game performance.
Function limitations: It can only access interfaces exposed through the plugin and cannot directly operate private members.
Learning curve: You need to understand basic Godot node and attribute concepts.

How to Use

Prepare the Godot Project
Create a new Godot 4 project or open an existing project. Ensure that the project uses the C# or GDScript scripting language. Add basic game elements such as a player character to the project.
Install the MCP Plugin
Copy the MCP client plugin to the addons folder of the project, and then enable the plugin in the Godot editor. The plugin is responsible for communicating with the MCP server.
Start the MCP Server
Run the MCP server startup script in the terminal. The server listens on port 7777 by default, waiting for connection requests from Claude.
Run the Godot Game
Run the game project in the Godot editor (press F5). Ensure that the game window is displayed normally and the player character can move.
Connect in Claude
In the Claude chat interface, configure the connection to the locally running server through the MCP protocol. Claude will automatically discover available tools.
Start Interactive Debugging
Send instructions to Claude to operate the game, such as viewing the scene, modifying attributes, and calling methods. Observe the real-time changes in the game window.

Usage Examples

Game Balance Debugging
Dynamically adjust character attributes during game runtime to quickly test the impact of different values on the game experience. You can try multiple configurations without recompiling the code.
Bug Reproduction and Diagnosis
When encountering a game bug that is difficult to reproduce, record the game state through an AI assistant and analyze the scene structure and attribute values when the problem occurs.
Teaching Demonstration
In a teaching scenario, show students the internal structure of the game and modify parameters in real-time to let students intuitively understand the game mechanism.
Automated Test Scenarios
Create complex test scenarios and automatically generate environment configurations required for multiple test cases.

Frequently Asked Questions

Will the MCP server affect game performance?
Do I need to modify the game code to use this tool?
Is this tool safe? Will it be maliciously exploited?
Does it support the Godot 3.x version?
Can I debug multiple Godot projects simultaneously?
Why can't Claude find certain nodes or attributes?

Related Resources

Official Godot Engine Documentation
Complete documentation for the Godot game engine, including the node system, script API, and editor usage guide
Model Context Protocol Specification
The official technical specification of the MCP protocol, understanding the working principle and extension methods of the protocol
Example Project Repository
A project containing complete example code and demonstration scenes for quick start
Godot C# Programming Guide
A detailed tutorial on writing C# scripts in Godot, especially on how to expose attributes and methods for external access
MCP Server Configuration Video Tutorial
A video demonstrating the complete process from installation to use, suitable for visual learners
Community Support Forum
The Godot developer community where you can ask questions about MCP integration or share usage experiences

Installation

Copy the following command to your Client for configuration
Note: Your key is sensitive information, do not share it with anyone.

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