godot-devtool-mcp-server

Inspect and edit Godot 4 projects via an MCP server with WebSocket bridge.

4|Updated May 16, 2026
One-click install
npx skills add https://github.com/Aradotso/devtools-skills --skill godot-devtool-mcp-server
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-devtool-mcp-server
Source: https://github.com/Aradotso/devtools-skills/tree/main/skills/godot-devtool-mcp-server
Command: npx skills add https://github.com/Aradotso/devtools-skills --skill godot-devtool-mcp-server

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Godot developers need a fast way to inspect, edit, validate, and debug Godot 4 projects and their runtime behavior without manually navigating editor UI and tedious guesswork.

Core Features & Use Cases

  • Project inspection and editing: Inspect the Godot project structure and read/write project settings and input actions.
  • Live editor scene operations: Add, modify, delete, and save nodes and properties using an Editor WebSocket bridge.
  • Headless runtime QA and automation: Run the game, inspect the live scene tree, simulate input, capture screenshots, and run assertions for automated validation.
  • Script and resource tooling: Index, read, write, syntax-check GDScript, plus list/search files and build resource dependency graphs.
  • Use case: Automate scene validation by running a scripted batch that checks scene structure, verifies referenced scripts, and asserts critical gameplay properties at runtime.

Quick Start

Install the skill’s MCP server for Godot Devtool, then connect your MCP client to run project inspection, live editor scene edits, and runtime QA using the WebSocket bridge.

Frequently Asked Questions about godot-devtool-mcp-server

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate Godot scene editing without navigating the editor UI manually?

Automated Godot scene editing is handled through an MCP server using a WebSocket bridge to add, modify, delete, and save nodes and properties directly. This bypasses manual editor navigation by connecting your MCP client to the server, enabling programmatic scene manipulation.

Can I run headless runtime QA and simulate input in Godot 4 projects?

Headless runtime QA in Godot 4 projects is fully supported via the MCP server. You can run the game, inspect the live scene tree, simulate input, capture screenshots, and execute assertions for automated validation. The server uses a WebSocket bridge to coordinate runtime autoload behavior.

What's the best way to validate Godot project structure and scripts programmatically?

Validating Godot project structure programmatically involves inspecting the project directory, reading project settings, and indexing GDScript files. The MCP server provides tools to syntax-check scripts, build resource dependency graphs, and run batch assertions to verify referenced scripts and critical gameplay properties.

Does Godot MCP server require a specific editor plugin or bridge setup?

The Godot MCP server requires an MCP client configuration to start the Node.js server, an optional GODOT_PATH environment variable, and a WebSocket bridge port. This bridge coordinates the editor plugin and runtime autoload behavior to enable live scene operations and automated testing.

How does automated runtime testing work with Godot 4 scene trees?

Automated runtime testing with Godot 4 scene trees works by running the game headless and connecting through a WebSocket bridge. The MCP server inspects the live scene tree, simulates input events, captures screenshots, and runs QA assertions to validate gameplay properties dynamically.

Can I read and write Godot project settings and input actions from outside the editor?

Reading and writing Godot project settings and input actions from outside the editor is possible using the MCP server's project inspection tools. It enables automated reading and modification of project configuration files, supporting workflows for headless resource operations and project setup.