Godot AI

hi-godot/godot-ai · MCP server

Подключает агента к открытому редактору Godot: собирать сцены, править узлы и скрипты GDScript, связывать сигналы, настраивать интерфейс, материалы, анимацию, частицы, камеры и окружение.

Обзор

Авторhi-godotОрганизация
Репозиторийhi-godot/godot-ai ↗
Раздел3D, видео и звук
Как подключаетсяРучная установка
Звёзды3 133
ЛицензияMIT
Обновлён21 октября 2026 г.
Что понадобитсяGodot 4.7+, аддон Godot AI в проекте, uv

Подключение

Выберите своё приложение и скопируйте готовую настройку. Значения в угловых скобках замените своими ключами.

Этот сервер ставится вручную (сборка, плагин или локальная программа) — пошаговая инструкция в README автора.

Инструкция в README ↗

README

оригинальный текст автора · только чтение

Godot AI

[](https://github.com/hi-godot/godot-ai/actions/workflows/ci.yml)

[](https://codecov.io/gh/hi-godot/godot-ai)

[](https://discord.gg/FDZ5fr2QkP)

**Godot AI connects Claude Code, Claude Desktop, Codex, Hermes Agent, and other

MCP ↗ clients to a live Godot

editor.** Its 46 tools and 120+ operations ↗ let AI assistants

build scenes, edit nodes and scripts, wire signals, and configure UI, materials,

animation, particles, cameras, and environments.

Built in ~2 hours with Godot AI, without hand-written code or image generation — source

Quick Start

Requirements

  • Godot 4.7+ within the 4.x line for Godot AI v4
  • uv ↗, which provides

uvx for the Python server

  • An MCP client

Script languages. GDScript is fully supported: scripts written through

the tools are parse-validated, hot-reloaded, attached, and outlined. C# is

text-only: script_create / script_patch write .cs files and

script_manage(op="find_symbols") outlines them, but Godot AI does not build

.NET or report C# compiler errors. Build in the editor and inspect its Build

panel, or run dotnet build and inspect the terminal output.

Attaching a .cs needs a .NET-enabled editor build.

Details: C# support ↗.

1. Install or update

New project: choose a published version from

GitHub Releases ↗ and follow its

verification and installation instructions. The add-on belongs at

your-project/addons/godot_ai/, with plugin.cfg inside that directory.

Use the release's requirements and package—not a source snapshot copied over

an existing installation.

Existing installation: click Update in the Godot AI dock when an update

is offered. The final signed v3 release supports a one-click migration to v4;

Godot restarts once and owned, supported client entries are migrated

automatically. Do not extract a new add-on over the old tree. See the

v3 → v4 migration guide ↗ for compatibility and recovery.

For development from source, use the contributor setup ↗.

2. Enable the plugin

In Godot: Project → Project Settings → Plugins → Godot AI.

The plugin starts the MCP server and shows connection status in the Godot AI

dock. If it is missing from the plugin list, check that the file is at

addons/godot_ai/plugin.cfg, not addons/plugin.cfg.

3. Connect your MCP client

In the dock, press Configure next to your client, or Configure all for

every detected client. If the client does not notice the new configuration,

restart that client.

Supported clients include Claude Code, Claude Desktop, Codex,

Antigravity, Hermes Agent, DeepSeek Harness, Cursor,

VS Code, and Oh My Pi (manual configuration).

The dock lists all supported clients and provides a Run this manually

fallback where needed.

Use the dock-generated command: it includes the matching version, ports,

resolver options, and excluded tool domains. V4 uses godot-ai attach over

stdio; a bare http://127.0.0.1:8000/mcp entry cannot authenticate or follow

capability rotation. Updates repin owned client entries automatically;

reconfigure after changing ports, telemetry preferences, or tool domains.

Client exceptions: Pi Coding Agent needs an MCP extension that reads

~/.pi/agent/mcp.json. Cherry Studio is not supported in v4; remove stale v3

entries in Cherry Studio itself.

Per-project configuration

CLI-configured clients default to global user scope. Set **Editor Settings →

Plugins → godot_ai/mcp_client_scope** to project (or local, where supported),

then press Configure again.

Configure removes existing godot-ai entries from every scope before

writing the selected one. This can modify a checked-in .mcp.json, but does not

touch other server entries. Remove affects only the selected scope.

Launch Godot from the project directory so the client CLI writes configuration

in the right place. Claude Code also requires one-time approval from claude

run inside that project.

4. Try it

  • *"Show me the current scene hierarchy."*
  • *"Create a Camera3D named MainCamera under /Main."*
  • *"Search the project for PackedScene files in ui/."*
  • *"Run the scene test suite."*
  • *"Build a voxel block-world game with a player, blocks to place and destroy, and save slots."*

A block-world game with a save system, built from a handful of prompts — source

How it works

MCP client
  → godot-ai attach (stdio)
  → Python server (authenticated HTTP, port 8000)
  → Godot editor plugin (authenticated WebSocket, port 9500)

Both local hops use independent rotating capabilities; neither falls back to

unauthenticated access. The editor WebSocket stays loopback-only. An agent in

a container or on another machine runs the bridge on the editor machine over

SSH; see Agents on another machine or in a container ↗.

These controls do not protect against a compromised same-user process. Windows

also does not claim isolation from other local accounts. See the

security model ↗ and

package trust boundaries ↗.

Telemetry and privacy

Usage telemetry records an installation UUID, event, outcome, duration,

platform, and version—not code, scene contents, or project/file names.

Project-directory slugs are hashed before transmission.

Opt out with GODOT_AI_DISABLE_TELEMETRY=true or DISABLE_TELEMETRY=true.

Opt-out creates no telemetry UUID, worker, or files.

Privacy details and editor settings ↗.

Documentation and help

Bazzite / Fedora Atomic troubleshooting

On Bazzite and other Fedora Atomic desktops, /home is normally a symbolic

link to /var/home (the ostree layout). Godot AI 4.0.2 and earlier refuse

every capability-directory path that passes through a link, so on such a

system the server exits with Last pending: capability_record

(#993 ↗). In Godot AI 4.0.3 and later,

the server follows a link when it is root-owned and sits in a root-owned directory that

other accounts cannot write, which is exactly that layout; no configuration is

needed there.

On 4.0.2 or earlier, close Godot and your MCP client, then run this in a

terminal as your normal user:

export GODOT_AI_CAPABILITY_DIR="$(
  realpath -m "${XDG_CONFIG_HOME:-$HOME/.config}/godot-ai/capabilities"
)"
install -d -m 700 "$GODOT_AI_CAPABILITY_DIR"
printf 'Using: %s\n' "$GODOT_AI_CAPABILITY_DIR"

Launch both Godot and your MCP client from that terminal so the backend and

godot-ai attach inherit the same directory. A desktop launcher does not

automatically inherit a terminal's export; for persistent use, set the same

canonical path in the launch environment of both applications. Keep the

directory private to your user; do not copy capability tokens into client

configuration. This workaround is for Linux; GODOT_AI_CAPABILITY_DIR is not

supported on Windows.

Linux startup: Steam, Flatpak, and directory permissions

Godot AI 4.2.2 and later read process identity and listening-socket ownership

from /proc, so Steam and Flatpak runtimes do not need to provide ps, lsof,

or ss. These checks stay inside the editor's sandbox; host PIDs are not used

to authorize stopping a sandbox process. The backend launcher still needs to

be installed and executable within that environment.

Steam pressure-vessel can expose /home -> /var/home as a user-owned link.

Godot AI 4.2.2 and later accept root- or current-user-owned links beneath

protected parents and validates every target ancestor. Other-user ownership,

writable parents, and symlink loops remain rejected.

Flatpak and Steam's runtime run in a user namespace that maps only your own

user. The host's root-owned /home (/var/home on Fedora Atomic, Bazzite, and

other ostree systems) then reads back as an owner the sandbox cannot name,

usually UID 65534, and Godot AI 4.2.3 and earlier refuse to start there. Later

versions do not test the owner of a directory above your home directory when

they run inside such a namespace, which is where OpenSSH's StrictModes stops

too. That directory must still be closed to group and other writes. Your home

directory and everything below it must still belong to you or root. Nothing is

relaxed outside a user namespace, or inside one where UID 65534 is a real

account, as in a rootless container that maps a subordinate ID range.

A Flatpak editor that shares your home directory, as the Flathub Godot build

does by default, publishes its credentials under the host's ~/.config/godot-ai

(or the host's XDG_CONFIG_HOME) instead of Flatpak's per-app config

directory, so an AI client outside the sandbox finds them without configuration.

Configure from that editor writes client settings to the same host

directories. Install uv with its standalone installer, so that uvx is in

~/.local/bin: the sandbox cannot see a system package in /usr/bin. An IDE

that is itself a Flatpak (VS Code, Zed) keeps its settings under its own

~/.var/app/<id>, which a Flatpak Godot cannot see. Configure then stops and

prints the flatpak override command that grants access; run it and restart

Godot. Details:

client configuration ↗.

If you took that home access away from Godot (Flatseal, or

flatpak override --nofilesystem=host), its sandbox cannot reach the files

your AI clients read. Configure and Remove then stop and name the

flatpak override that restores access, instead of writing a file only the

sandbox can see.

Use the explicit shared-directory guide ↗

on 4.2.3 and earlier, for a Flatpak editor that does not share your home

directory, and whenever the startup error still names an untrusted ancestor

owner. Do not chmod or chown system directories to work around it.

If the selected credential path has group- or world-writable ancestors (for

example 775 or 777), startup remains blocked. The plugin lists the existing

directories with problematic permissions before launching the server.

Review their ownership and intended sharing; if you own them and

shared write access is not intentional, chmod go-w /exact/directory removes

group/other write access from that directory. Do not use recursive chmod.

Godot AI does not change your home or config directory permissions itself.

Reference and support

GitHub Issues ↗ for bug reports

Star History

License: MIT ↗

Вопросы и ответы

Что делает MCP-сервер Godot AI?

Подключает агента к открытому редактору Godot: собирать сцены, править узлы и скрипты GDScript, связывать сигналы, настраивать интерфейс, материалы, анимацию, частицы, камеры и окружение.

Как подключить Godot AI к Claude, Cursor или VS Code?

Godot AI ставится вручную по инструкции автора в README: обычно нужно установить программу или плагин, а потом добавить сервер в настройки агента. Ссылка на инструкцию — в блоке «Подключение».

Что нужно для работы Godot AI?

Godot 4.7+, аддон Godot AI в проекте, uv.

Godot AI бесплатный?

Код сервера открыт на GitHub под лицензией MIT. Платить нужно только за саму нейросеть, которой вы пользуетесь.

Что такое MCP-сервер?

MCP (Model Context Protocol) — открытый стандарт, по которому ИИ-агенты подключаются к внешним программам и данным. MCP-сервер даёт модели новые инструменты: открыть страницу, прочитать файл, сделать запрос к базе или сервису.

Безопасно ли подключать MCP-серверы?

MCP-сервер выполняет действия от вашего имени, поэтому ставьте серверы из проверенных источников, давайте ключам минимальные права и проверяйте, что агент делает с файлами и сервисами. Не публикуйте ключи в открытых файлах настроек.

Похожие MCP-серверы

Все MCP-серверы →
MCP for BlenderСвязывает агента с Blender: создание и правка 3D-объектов и материалов, выполнение Python-кода в сцене, рендеры для самопроверки, загрузка ассетов Poly Haven и Sketchfab.ahujasid32kMCP for UnityПозволяет агенту управлять редактором Unity: создавать сцены и объекты, править C#-скрипты, работать с ассетами, запускать тесты, профилирование и сборку.CoplayDev15.3kGodot MCPДаёт агенту управлять движком Godot: открывать редактор, запускать проекты в режиме отладки, читать вывод и ошибки, создавать сцены и добавлять узлы.Coding-Solo6.3kAI Game Developer (Unity MCP)Подключает агента к редактору Unity: управление сценой и объектами, генерация и тестирование кода, отладка проекта. Плагин работает и внутри собранной игры.IvanMurzak4.5kDaVinci Resolve MCP ServerАгент управляет DaVinci Resolve через официальный Scripting API: проекты, таймлайны, медиапул, маркеры, цветокоррекция, Fusion, Fairlight и настройка рендера.samuelgursky3.7kAbleton MCPАгент работает в Ableton Live: создаёт MIDI- и аудиодорожки, загружает инструменты и эффекты, пишет клипы с нотами, собирает аранжировку и управляет воспроизведением.ahujasid3.2k