# Godot-MCP

A C# editor addon for Godot that exposes editor operations, such as creating nodes, editing scenes, managing resources and scripts, and capturing screenshots, as MCP tools so an AI coding assistant can inspect and drive a Godot project directly.

Godot-MCP connects Claude, Cursor, Copilot or any MCP-aware agent to the Godot Editor through 42 built-in tools spanning 12 tool families, letting the agent read and write both C# and GDScript scripts and attach them to nodes, build and edit the scene tree, open and save .tscn scenes, mutate .tres and .res resources, and capture viewport, camera or isolated-node screenshots the model can inspect. A reflection escape hatch lets it find and call any C# method across loaded assemblies.

It is the Godot counterpart to Unity-MCP and shares the same MCP and reflection stack, consumed as NuGet package references rather than a fork, connecting either to a hosted cloud backend at ai-game.dev or to a self-hosted server. A command-line tool installs the addon and NuGet packages automatically, with an offline option for installing from a local directory.

Website: https://github.com/IvanMurzak/Godot-MCP
