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Godot .NET MCP

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LuoxuanLove
Godot .NET MCP

An MCP server plugin embedded in the Godot editor — read live project state, manipulate scenes and scripts, and audit C# bindings directly from agents.

Supported Engine Version
4.6
Version String
0.4.0
License Version
MIT
Support Level
community
Modified Date
8 hours ago
Git URL
Issue URL

Godot .NET MCP

README Latest Release README Chinese README

An MCP server plugin running inside the Godot editor — agents read live project state, manipulate scenes and scripts directly, and diagnose C# bindings without any external process.

README Godot .NET MCP Tools

What It Is

An MCP endpoint embedded in the Godot editor process. Call intelligence_project_state to get a real snapshot of the open project — scene count, script count, errors, run state — then intelligence_project_advise for specific, actionable recommendations. From there, use scene, script, node, or resource tools to make targeted changes.

The Intelligence layer (15 built-in tools) is the intended starting point for agents. It provides project-level snapshots, scene analysis, script structure inspection, C# binding auditing, and symbol search — all reading from the live editor, not disk snapshots.

To extend the tool set: place a .gd file in custom_tools/ implementing handles / get_tools / execute, with all tool names prefixed user_. The plugin picks it up automatically. plugin_evolution tools handle scaffolding, auditing, and removal from the Dock or via MCP.

Why This Plugin

  • Editor-native: Runs inside the Godot process. Scene queries, script reads, and property changes reflect the actual live editor state.
  • Godot.NET first: C# binding inspection (intelligence_bindings_audit), exported member analysis, and .cs script patching are built in.
  • Intelligence-first: intelligence_project_stateintelligence_project_advise → targeted action is the intended workflow. No need to guess which atomic tool to start with.
  • User-extensible: custom_tools/ scripts are loaded as first-class tools with no plugin rebuild. plugin_evolution manages the lifecycle.

Requirements

  • Godot 4.6+
  • Godot Mono / .NET build recommended
  • An MCP client such as:
    • Claude Code
    • Codex CLI
    • Gemini CLI
    • Claude Desktop
    • Cursor

Installation

Option 1: Copy the plugin directory

Place the plugin in your Godot project:

addons/godot_dotnet_mcp

Then:

  1. Open the project in Godot.
  2. Go to Project Settings > Plugins.
  3. Enable Godot .NET MCP.
  4. Open MCPDock from the right-side dock.
  5. Confirm the port and start the service.

Option 2: Use Git submodule

The repository root contains addons/godot_dotnet_mcp/ inside it (not at root level). When adding as a submodule, clone to a parent folder:

git submodule add https://github.com/LuoxuanLove/godot-dotnet-mcp.git _godot-dotnet-mcp

The plugin is located at _godot-dotnet-mcp/addons/godot_dotnet_mcp/. Copy or symlink that directory into your project's addons/. For a simpler setup, use Option 3.

Option 3: Use the release package

Download the latest package from:

https://github.com/LuoxuanLove/godot-dotnet-mcp/releases

Extract it so the final structure is:

addons/godot_dotnet_mcp

Then enable it as described in Option 1.

Quick Start

1. Start the local service

After enabling the plugin, the service can start automatically from saved settings, or start manually from MCPDock > Server.

Health check:

GET http://127.0.0.1:3000/health

Tool list:

GET http://127.0.0.1:3000/api/tools

MCP endpoint:

POST http://127.0.0.1:3000/mcp

2. Connect a client

Open MCPDock > Config, choose a target platform, then inspect or copy the generated output.

  • Desktop clients show JSON config, target path, and write actions
  • CLI clients show the generated command text
  • Claude Code additionally supports user / project scope switching

Recommended order:

  1. Select the target client.
  2. Confirm the generated endpoint and config content.
  3. Use Write Config if you want the plugin to update the target file.
  4. Use Copy if you want to apply the config manually.

3. Verify the connection

Confirm that:

  • /health returns normally
  • /api/tools returns the tool list
  • your MCP client can connect to http://127.0.0.1:3000/mcp

4. Read the latest project runtime state

Use intelligence_runtime_diagnose to read structured runtime information — errors, compile issues, and performance data — from the most recent editor-run session. Works after the project stops.

Path Conventions

  • Resource paths use res://
  • Node paths should normally be relative to the current scene root, for example Player/Camera2D
  • /root/... style paths are also supported
  • Write operations are expected to be readable back after execution

Docs

Current Boundaries

  • Runtime debug readback supports structured project-side bridge events and editor debugger session state; it does not mirror the native Godot Output / Debugger panels 1:1
  • intelligence_runtime_diagnose is the recommended tool for reading runtime state
  • The latest captured session state and basic lifecycle events remain readable after the project stops; real-time observation still requires the project to be running
  • Capabilities that depend on live editor state should be validated in a real project workflow

An MCP server plugin embedded in the Godot editor — read live project state, manipulate scenes and scripts, and audit C# bindings directly from agents.

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Quick Information

0 ratings
Godot .NET MCP icon image
LuoxuanLove
Godot .NET MCP

An MCP server plugin embedded in the Godot editor — read live project state, manipulate scenes and scripts, and audit C# bindings directly from agents.

Supported Engine Version
4.6
Version String
0.4.0
License Version
MIT
Support Level
community
Modified Date
8 hours ago
Git URL
Issue URL

Open Source

Released under the AGPLv3 license

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