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Godot AI

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Godot AI

Godot AI connects MCP-compatible AI assistants (Claude Code, Codex, Antigravity, Cursor, etc.) to a live Godot editor. Build scenes, write and attach scripts, design UI, animate, create materials and particle effects, run tests, and read editor data — all from chat.From the creators of MCP for Unity — the most widely used gamedev MCP, with 9,200+ GitHub stars and hundreds of thousands of users — built from the ground up for Godot. Robustness and deep QA are core to our approach, shaped by over a year of development and community feedback on MCP for Unity.Good Setup / Demo Video: https://youtu.be/9qCt7gxPJkY?si=nP1-gZ0l3hkC-FTy&t=51Discord: https://discord.com/invite/FDZ5fr2QkPDemo project shown below: dynamic, interactive UI panels drawn 100% procedurally with Godot AI — no textures, sprites or shaders. About 2 hours of work: https://github.com/hi-godot/cyberpunk-hud-demoFull docs and repo: https://github.com/hi-godot/godot-aiFeatures:- 150+ operations spanning scenes, nodes, scripts, animations, UI, themes, materials, particles, audio, cameras, input mapping, and project settings- One-click setup for 19 MCP clients — Claude Code, Claude Desktop, Codex, Antigravity, Cursor, Windsurf, VS Code, VS Code Insiders, Zed, Gemini CLI, Cline, Kilo Code, Roo Code, Kiro, Trae, Cherry Studio, OpenCode, Qwen Code, Kimi Code- Build entire UI hierarchies from a single prompt- Materials (StandardMaterial3D, ORMMaterial3D, ShaderMaterial) and particles (GPU + CPU, 2D + 3D) with one-call presets — fire, smoke, sparks, magic, rain, explosion, lightning- AnimationPlayer authoring with fade/slide/shake/pulse presets- Inline or .tres resource authoring (meshes, shapes, curves, gradients, styleboxes)- Smart screenshots (editor viewport, in-game framebuffer, or cinematic camera) so AI agents can see your scene- Multi-instance support across multiple Godot editorsRequirements: Godot 4.3+ (4.4+ recommended) and an MCP client.Quick Start:Install uv (one-time):macOS/Linux: curl -LsSf https://astral.sh/uv/install.sh | shWindows (PowerShell): irm https://astral.sh/uv/install.ps1 | iexInstall the addon from the Asset Library (or drop plugin/addons/godot_ai into your project's addons/ folder).In Godot: Project > Project Settings > Plugins — enable "Godot AI".Open the Godot AI dock and click your MCP client to configure it in one click.Open your MCP client and start prompting.Coming next: Physics, Shaders, Terrain, Custom ToolsPrivacy: Godot AI uses limited, anonymous telemetry to improve reliability. It does not collect file paths, project names, scene or source contents, or other user-identifying data. Telemetry can be fully disabled with GODOT_AI_DISABLE_TELEMETRY=true or DISABLE_TELEMETRY=true (no traffic, no UUID generated). More here: https://github.com/hi-godot/godot-ai/blob/main/docs/TELEMETRY.md

Supported Engine Version
4.5
Version String
2.9.0
License Version
MIT
Support Level
community
Modified Date
11 days ago
Git URL
Issue URL

Godot AI

Connect AI assistants to a live Godot editor via the Model Context Protocol (MCP).

Godot AI bridges Claude Code, Codex, Antigravity, and other MCP clients with your editor — inspect scenes, create nodes, modify properties, run tests, search project files, and more, all from a prompt.

Quick Start

  1. Copy addons/godot_ai/ into your project's addons/ folder
  2. Enable the plugin: Project > Project Settings > Plugins > Godot AI
  3. Pick your MCP client in the Godot AI dock and press Configure

The plugin auto-starts the MCP server and connects over WebSocket. No manual configuration required.

Requirements

  • Godot 4.3+ (4.4+ recommended)

  • uv (used to install the Python server)

    Install uv

    macOS / Linux:

    curl -LsSf https://astral.sh/uv/install.sh | sh
    

    Windows (PowerShell):

    powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"
    

    Homebrew (macOS / Linux):

    brew install uv
    

    pipx:

    pipx install uv
    

    See the uv install docs for more options.

  • An MCP client (Claude Code | Codex | Antigravity)

Documentation

Full documentation, contributing guide, and source code: github.com/hi-godot/godot-ai

License

MIT

Godot AI connects MCP-compatible AI assistants (Claude Code, Codex, Antigravity, Cursor, etc.) to a live Godot editor. Build scenes, write and attach scripts, design UI, animate, create materials and particle effects, run tests, and read editor data — all from chat.

From the creators of MCP for Unity — the most widely used gamedev MCP, with 9,200+ GitHub stars and hundreds of thousands of users — built from the ground up for Godot. Robustness and deep QA are core to our approach, shaped by over a year of development and community feedback on MCP for Unity.

Good Setup / Demo Video: https://youtu.be/9qCt7gxPJkY?si=nP1-gZ0l3hkC-FTy&t=51
Discord: https://discord.com/invite/FDZ5fr2QkP

Demo project shown below: dynamic, interactive UI panels drawn 100% procedurally with Godot AI — no textures, sprites or shaders. About 2 hours of work: https://github.com/hi-godot/cyberpunk-hud-demo

Full docs and repo: https://github.com/hi-godot/godot-ai

Features:

- 150+ operations spanning scenes, nodes, scripts, animations, UI, themes, materials, particles, audio, cameras, input mapping, and project settings
- One-click setup for 19 MCP clients — Claude Code, Claude Desktop, Codex, Antigravity, Cursor, Windsurf, VS Code, VS Code Insiders, Zed, Gemini CLI, Cline, Kilo Code, Roo Code, Kiro, Trae, Cherry Studio, OpenCode, Qwen Code, Kimi Code
- Build entire UI hierarchies from a single prompt
- Materials (StandardMaterial3D, ORMMaterial3D, ShaderMaterial) and particles (GPU + CPU, 2D + 3D) with one-call presets — fire, smoke, sparks, magic, rain, explosion, lightning
- AnimationPlayer authoring with fade/slide/shake/pulse presets
- Inline or .tres resource authoring (meshes, shapes, curves, gradients, styleboxes)
- Smart screenshots (editor viewport, in-game framebuffer, or cinematic camera) so AI agents can see your scene
- Multi-instance support across multiple Godot editors

Requirements: Godot 4.3+ (4.4+ recommended) and an MCP client.

Quick Start:

Install uv (one-time):
macOS/Linux: curl -LsSf https://astral.sh/uv/install.sh | sh
Windows (PowerShell): irm https://astral.sh/uv/install.ps1 | iex

Install the addon from the Asset Library (or drop plugin/addons/godot_ai into your project's addons/ folder).
In Godot: Project > Project Settings > Plugins — enable "Godot AI".
Open the Godot AI dock and click your MCP client to configure it in one click.
Open your MCP client and start prompting.
Coming next: Physics, Shaders, Terrain, Custom Tools

Privacy: Godot AI uses limited, anonymous telemetry to improve reliability. It does not collect file paths, project names, scene or source contents, or other user-identifying data. Telemetry can be fully disabled with GODOT_AI_DISABLE_TELEMETRY=true or DISABLE_TELEMETRY=true (no traffic, no UUID generated). More here: https://github.com/hi-godot/godot-ai/blob/main/docs/TELEMETRY.md

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Quick Information

0 ratings
Godot AI icon image
dlight
Godot AI

Godot AI connects MCP-compatible AI assistants (Claude Code, Codex, Antigravity, Cursor, etc.) to a live Godot editor. Build scenes, write and attach scripts, design UI, animate, create materials and particle effects, run tests, and read editor data — all from chat.From the creators of MCP for Unity — the most widely used gamedev MCP, with 9,200+ GitHub stars and hundreds of thousands of users — built from the ground up for Godot. Robustness and deep QA are core to our approach, shaped by over a year of development and community feedback on MCP for Unity.Good Setup / Demo Video: https://youtu.be/9qCt7gxPJkY?si=nP1-gZ0l3hkC-FTy&t=51Discord: https://discord.com/invite/FDZ5fr2QkPDemo project shown below: dynamic, interactive UI panels drawn 100% procedurally with Godot AI — no textures, sprites or shaders. About 2 hours of work: https://github.com/hi-godot/cyberpunk-hud-demoFull docs and repo: https://github.com/hi-godot/godot-aiFeatures:- 150+ operations spanning scenes, nodes, scripts, animations, UI, themes, materials, particles, audio, cameras, input mapping, and project settings- One-click setup for 19 MCP clients — Claude Code, Claude Desktop, Codex, Antigravity, Cursor, Windsurf, VS Code, VS Code Insiders, Zed, Gemini CLI, Cline, Kilo Code, Roo Code, Kiro, Trae, Cherry Studio, OpenCode, Qwen Code, Kimi Code- Build entire UI hierarchies from a single prompt- Materials (StandardMaterial3D, ORMMaterial3D, ShaderMaterial) and particles (GPU + CPU, 2D + 3D) with one-call presets — fire, smoke, sparks, magic, rain, explosion, lightning- AnimationPlayer authoring with fade/slide/shake/pulse presets- Inline or .tres resource authoring (meshes, shapes, curves, gradients, styleboxes)- Smart screenshots (editor viewport, in-game framebuffer, or cinematic camera) so AI agents can see your scene- Multi-instance support across multiple Godot editorsRequirements: Godot 4.3+ (4.4+ recommended) and an MCP client.Quick Start:Install uv (one-time):macOS/Linux: curl -LsSf https://astral.sh/uv/install.sh | shWindows (PowerShell): irm https://astral.sh/uv/install.ps1 | iexInstall the addon from the Asset Library (or drop plugin/addons/godot_ai into your project's addons/ folder).In Godot: Project > Project Settings > Plugins — enable "Godot AI".Open the Godot AI dock and click your MCP client to configure it in one click.Open your MCP client and start prompting.Coming next: Physics, Shaders, Terrain, Custom ToolsPrivacy: Godot AI uses limited, anonymous telemetry to improve reliability. It does not collect file paths, project names, scene or source contents, or other user-identifying data. Telemetry can be fully disabled with GODOT_AI_DISABLE_TELEMETRY=true or DISABLE_TELEMETRY=true (no traffic, no UUID generated). More here: https://github.com/hi-godot/godot-ai/blob/main/docs/TELEMETRY.md

Supported Engine Version
4.5
Version String
2.9.0
License Version
MIT
Support Level
community
Modified Date
11 days ago
Git URL
Issue URL

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