Godot MCP Runtime MCP Server

A lightweight, zero-footprint TypeScript MCP server that lets AI assistants interact with the Godot 4.x game engine: not just editing files, but

Local serverstdio

What is the Godot MCP Runtime MCP server?

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.

What it actually 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
  • Input simulation: — Batched sequences of key presses, mouse clicks, mouse motion, UI element clicks by name or path, Godot action events, and timed waits
  • UI discovery: — Walk the live scene tree and collect every visible Control node with its position, type, text content, and disabled state
  • Live script execution: — Compile and run arbitrary GDScript with full SceneTree access while the game is running

Its toolset

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 or
  • 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
  • GODOT_MCP_STRICT — "true" hard-rejects anything that would otherwise prompt, for unattended operation. Takes precedence over GODOT_MCP_DISABLE_ELICITATION when both are
  • 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

Configuration

You 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.

Adding it to your client

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.

When to reach for it

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.

Caveats

  • It runs with your machine's permissions. That is convenient and also the reason to think about what you point it at before you approve a tool call.
  • MCP clients confirm each tool call by default. Leave that on until you have watched what the godot mcp runtime mcp server does with a few real requests.

Available tools

ToolWhat 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
ServerLive-game runtime
VariableEffect
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.
PrerequisitesThe Prerequisites tool exposed by this server.
VerifyAsk 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.

How to install the Godot MCP Runtime MCP server

{
  "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.

Configuration

VariableDescriptionRequired
GODOT_PATHFilesystem location the server is allowed to use.Optional
GODOT_MCP_DISABLE_ELICITATIONConfiguration value read at startup.Optional

Example prompts to try

  • Use Godot MCP Runtime to Screenshots.
  • Use Godot MCP Runtime to Server.
  • Use Godot MCP Runtime to Variable.

Frequently asked questions

It connects Godot MCP Runtime to MCP-compatible AI assistants such as Claude and Cursor, exposing 8 tools (Screenshots, Server, Variable, and more) that the assistant can call on your behalf. Instead of copying data back and forth by hand, the assistant works with Godot MCP Runtime directly.