godot-devtool-mcp-server

Inspect, edit, and automate Godot 4 projects through an MCP server with WebSocket bridge.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? AI assistants cannot natively inspect or modify Godot 4 projects, scenes, and running game instances, forcing developers to manually bridge editor state, scripts, and runtime behavior when using AI coding tools. ## Core Features & Use Cases - Project & Scene Inspection: Read project settings, input actions, scene trees, and resource dependency graphs without opening the Godot editor. - Live Editor & Runtime Automation: Add nodes, set properties, save scenes via the editor WebSocket plugin, and simulate input, capture screenshots, and run QA assertions in running game instances. - Use Case: Run a test level with run_project, simulate a jump input via runtime_ws_input_action, then verify the player moved using runtime_ws_qa_assert and capture a screenshot as evidence. ## Quick Start Install the godot-devtool MCP server, configure it in your MCP client with GODOT_PATH, then ask the AI to install the plugin and inspect your Godot project structure.

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 connect an AI assistant to my Godot project?▼

Install the godot-devtool MCP server with npm, register it in your MCP client (Claude Desktop, Cursor, Codex) with the GODOT_PATH environment variable, then call plugin_install to add the Godot editor plugin and enable it in Project Settings.

How to simulate input in a running Godot game from an MCP client?▼

Start the game with run_project, then call runtime_ws_input_action with the action name and pressed state. The runtime autoload bridge receives the command over WebSocket and injects the input into the live game instance.

Does godot-devtool work without opening the Godot editor?▼

Yes, native routes inspect and edit project files directly, and headless routes call the Godot CLI for scene and resource operations. Editor and runtime routes require the editor plugin or a running game with the autoload registered.

Why is the WebSocket bridge not connecting to the Godot editor?▼

Check plugin_status to verify the plugin is installed and enabled, then use plugin_cleanup_port to inspect or free a stale port 8766 binding. The bridge opens on demand when editor or runtime tools are first called.

Can I test multiple Godot game instances at once?▼

Yes, run_project can launch multiple instances, each returning a runId. Pass the runId to runtime tools like runtime_ws_input_action or runtime_ws_node_get_property to control and inspect each instance independently.