The WebSocket link to the running editor is what separates this from file-rewriting approaches: changes go through Godot's own API and UndoRedo, and play_scene plus the runtime tools mean the assistant can run what it built and read the result. If your client caps tool counts, the lite and minimal modes exist for exactly that.
A Godot editor plugin plus a Node.js MCP server. The assistant talks to the running editor over a WebSocket, so it works against the live scene tree rather than parsing project files.
- Project tools — get_project_info, get_filesystem_tree, search_files, get_project_settings, set_project_setting, and UID/res:// conversion
- Scene tools — get_scene_tree, create_scene, open_scene, add_scene_instance, play_scene, stop_scene, save_scene
- Node tools — add_node, delete_node, duplicate_node, move_node, rename_node, update_property, get_node_properties, connect_signal, disconnect_signal, node groups, and editor selection
- Script tools — list_scripts, read_script, create_script, edit_script, attach_script, validate_script, get_open_scripts
- Editor, input, runtime, animation, TileMap, theme, shader, physics, 3D, particle, navigation, audio, AnimationTree, profiling, export and testing groups on top of that — 175 tools in the full set
- Four modes sized to your client's tool limit: full at 175, 3D at 103, lite at 84, minimal at 35
- A CLI that reaches the same editor over WebSocket, for clients with no MCP support or a tight tool budget
Godot with the addons/godot_mcp plugin enabled, and Node to run the server. Note that this public repository ships only the free addon — the server/ directory is part of the paid package, sold as a one-time purchase on Buy Me a Coffee or itch.io. Configure the client with the path to server/build/index.js and GODOT_MCP_PORT set to 6505.
