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Godot AI — The wait is over

Godot AI

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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.

Cyberpunk HUD demo
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."

Block-world game built with Godot AI
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

The development version reads 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. The development version accepts root- or current-user-owned links beneath protected parents and validates every target ancestor. Other-user ownership, writable parents, and symlink loops remain rejected.

Some nested user namespaces expose host-root ancestors as an unmapped owner (often UID 65534). Those paths still fail ownership verification. Do not chmod system directories or treat UID 65534 as trusted to work around this; a usable credential directory must have verifiable ownership and be accessible to both the editor and its client bridge.

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

Star History

Star History Chart

License: MIT

Release files for godot-ai 4.2.2

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