godot-mcp-pro-integration

Controls the Godot 4 editor via MCP tools for scene manipulation, scripting, and runtime testing.

7|2|Updated May 16, 2026
One-click install
npx skills add https://github.com/reason-machines/mcp-skills --skill godot-mcp-pro-integration-reason-machines
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: godot-mcp-pro-integration
Source: https://github.com/reason-machines/mcp-skills/tree/main/skills/godot-mcp-pro-integration
Command: npx skills add https://github.com/reason-machines/mcp-skills --skill godot-mcp-pro-integration-reason-machines

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Manually building and testing Godot 4 projects requires repetitive editor work—creating scenes, wiring nodes, editing GDScript, and running playtests. This Skill connects AI assistants to the Godot editor over WebSocket so those tasks can be performed programmatically through 175 MCP tools. ## Core Features & Use Cases - Scene and Node Automation: Create scenes, add and reparent nodes, set properties with automatic type conversion, connect signals, and manage groups through the editor's UndoRedo system. - Script and Shader Management: Create, read, edit, validate, and attach GDScript files, plus author shaders and assign shader materials with parameter control. - Runtime Testing and Input Simulation: Play scenes, simulate keyboard/mouse/action input sequences, record and replay sessions, monitor node properties, and capture frames for automated playtesting. - Use Case: Ask your AI assistant to scaffold a CharacterBody3D player with collision, mesh, camera, and a movement script, then run the scene, simulate a jump sequence, and capture screenshots to verify behavior. ## Quick Start Connect my AI assistant to my running Godot 4 editor and create a new CharacterBody3D player scene with a collision shape, capsule mesh, camera, and an attached movement script.

Frequently Asked Questions about godot-mcp-pro-integration

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

FAQPage Schema
How do I connect Claude to the Godot editor?▼

Install the free Godot MCP Pro addon into your project's addons folder and enable it in Project Settings, then build the Node.js MCP server and register it in your .mcp.json with the server path and GODOT_MCP_PORT 6505. The server auto-connects to the running editor via WebSocket.

How to simulate input in a running Godot game with AI tools?▼

Use the runtime testing tools: play_scene starts the game, then simulate_key, simulate_mouse_click, or simulate_action inject input events. simulate_sequence runs timed event lists, and you can record sessions with start_recording and replay them later.

Does Godot MCP Pro work with Windsurf or other 100-tool-limit clients?▼

Yes, the server supports four modes to fit client tool limits: Full (175 tools), 3D (103), Lite (84), and Minimal (35). Pass --lite or --minimal as a server argument in your MCP configuration for clients like Windsurf, JetBrains Junie, or OpenCode.

Why does the Godot MCP WebSocket connection fail?▼

Connection failures usually mean the Godot editor is not running or the plugin is disabled. Verify the plugin is enabled in Project Settings, restart the editor, check that port 6505 is not blocked by a firewall, or call reload_plugin to force a reconnect.

Is the Godot MCP Pro server free?▼

The Godot editor plugin is free and open source on GitHub, but the Node.js MCP server is a paid package sold as a one-time $15 purchase through Buy Me a Coffee or itch.io. Both components are required for the integration to work.

Do runtime property changes in Godot persist after stopping the game?▼

No, changes made with set_game_node_property only affect the running game instance. To persist a change, stop the scene, apply the value with update_property on the edited scene, and call save_scene.