A lightweight, zero-footprint TypeScript MCP server that lets AI assistants interact with the Godot 4.x game engine: not just editing files, but
A lightweight, zero-footprint TypeScript MCP server that lets AI assistants interact with the Godot 4.x game engine: not just editing files, but playing the game. Exposed over MCP by the godot mcp runtime mcp server, that capability becomes something an assistant can invoke while it works, not something you go and do afterwards.
Everything the assistant can do here goes through one of these:
Screenshots — ** Capture the viewport — by default returns a 960x540 preview inline plus the full PNG on disk; use responseMode: 'full' for pixel-perfect orServer — Live-game runtimeVariable — EffectDEBUG — "true" enables verbose [DEBUG] loggingGODOT_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. ClaudeGODOT_MCP_STRICT — "true" hard-rejects anything that would otherwise prompt, for unattended operation. Takes precedence over GODOT_MCP_DISABLE_ELICITATION when both arePrerequisites — The Prerequisites tool exposed by this serverVerify — Ask your AI assistant to call get_project_info. If it returns a Godot version string (e.g., 4.4.stable), you're connected and workingYou will need 2 environment variables: GODOT_PATH, GODOT_MCP_DISABLE_ELICITATION. Keep credentials in your client's env block or a secrets manager rather than in a file you might commit.
The server ships on npm as and, so your MCP client can launch it on demand — there is no separate build step. Add the server block to your client's configuration, restart it, and the tools register themselves.
This sits in the developer tooling group, where several servers overlap in what they claim to do but differ sharply once you actually set them up. Godot MCP Runtime's toolset — Screenshots, Server, Variable and 5 more — is a fair guide to whether it matches your workflow. It is maintained by erodenn; worth a glance at recent repository activity before you build anything load-bearing on it.
We check each listing at SyncDev against the project's documentation before it goes live — if something here drifts out of date, it is a bug worth reporting.
| Tool | What it does |
|---|---|
| Screenshots | ** Capture the viewport — by default returns a 960x540 preview inline plus the full PNG on disk; use responseMode: 'full' for pixel-perfect or 'path_only' to skip the inline image |
| Server | Live-game runtime |
| Variable | Effect |
| DEBUG | "true" enables verbose [DEBUG] logging. |
| 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 wa |
| 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. |
| Prerequisites | The Prerequisites tool exposed by this server. |
| Verify | Ask your AI assistant to call get_project_info. If it returns a Godot version string (e.g., 4.4.stable), you're connected and working. |
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "godot-mcp-runtime"],
"env": {
"GODOT_PATH": "<path-to-godot-executable>"
}
}
}
}Configuration as documented by the project. Restart the client after saving.
| Variable | Description | Required |
|---|---|---|
| GODOT_PATH | Filesystem location the server is allowed to use. | Optional |
| GODOT_MCP_DISABLE_ELICITATION | Configuration value read at startup. | Optional |
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