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MCP bridge — connects AI coding agents to Godot 4.x via TCP

Project description

Golem MCP — AI Bridge for Godot 4.x

v2.0.0

Connect your AI coding agent to the Godot editor. Live scene manipulation, real-time screenshots, instant feedback loop — all through MCP over a persistent TCP connection.

Works with Claude Code, Cursor, Windsurf, Continue.dev, and Cline.

Features

  • 33 MCP Tools — Scenes, scripts, screenshots, input simulation, project settings, node manipulation, signals, anchors, resources
  • 4 Commands/think, /fix, /build, /learn — high-level workflows for planning, debugging, building, and learning
  • 14 Expert Skills — Internal skills invoked by commands: plan, sequence, simulate, gate, architecture, scene, ui, juice, vfx, audio, camera, save, debug, test
  • 4 Auto-loaded Rules — GDScript guardrails, shader/VFX safety, recipe gates, MCP pitfall prevention
  • 5 Hooks — Connection check, .tscn protection, GDScript lint, context restore, pre-compaction backup
  • Recipes & References — Tested implementation techniques and pitfall checklists injected before you build

Quick Start

# Install into your Godot project
uvx golem-mcp install /path/to/your/godot-project

# Enable the plugin in Godot
# Project > Project Settings > Plugins > Golem MCP (checkbox)

# Open your project in Claude Code and type:
/think

Installation

Option 1 — CLI (recommended)

uvx golem-mcp install /path/to/your/godot-project

This copies the plugin, commands, skills, rules, hooks, recipes, references, and generates configs automatically.

Then enable the plugin in Godot > Project Settings > Plugins > Golem MCP.

CLI Options

# Choose your AI assistant
uvx golem-mcp install /path/to/project --agent cursor
uvx golem-mcp install /path/to/project --agent windsurf

# Force overwrite existing install
uvx golem-mcp install /path/to/project --force

# Use a local clone (for development)
uvx golem-mcp install /path/to/project --local /path/to/golem-mcp

# Skip skills installation
uvx golem-mcp install /path/to/project --skip-skills

# Uninstall
uvx golem-mcp uninstall /path/to/project

Manual installation

If you prefer to install manually

1. Godot Plugin

Copy godot-plugin/ into your project:

your-project/addons/golem-mcp/ <- contents of godot-plugin/

Enable: Project > Project Settings > Plugins > Golem MCP

2. MCP Server

cd golem-mcp
uv sync

3. Claude Code Config

Create .mcp.json at your project root:

{
  "mcpServers": {
    "godot": {
      "type": "stdio",
      "command": "uvx",
      "args": ["golem-mcp"]
    }
  }
}

4. Skills & Rules

Copy into .claude/:

.claude/
  commands/    <- commands/*.md
  skills/      <- skills/*.md
  rules/       <- rules/*.md
  hooks/       <- hooks/*.py

Copy at project root:

recipes/       <- recipes/
references/    <- references/

What gets installed

your-project/
├── addons/golem-mcp/          # Godot plugin (TCP server + handlers)
├── .claude/
│   ├── commands/              # 4 slash commands (/think, /fix, /build, /learn)
│   ├── skills/                # 14 internal skills (invoked by commands)
│   ├── rules/                 # 4 auto-loaded rules (by glob pattern)
│   ├── hooks/                 # 5 Python hooks
│   ├── tools/                 # Pre-flight and validation scripts
│   └── settings.json          # Hook configuration
├── recipes/                   # Tested implementation techniques
├── references/                # GDScript pitfalls, workflow patterns
├── .mcp.json                  # MCP server config
└── CLAUDE.md                  # Project context for the AI agent

Architecture

GolemServer (GDScript @tool, multi-client TCP :3571)
│   └─ _handlers{} ──→ 7 handler nodes (33 tools)
│
←── TCP/JSON lines (:3571, max 5 clients)
    ├─ golem_mcp.py (FastMCP/Python) ←stdio/MCP→ Claude Code
    ├─ golem_mcp.py ←stdio/MCP→ Cursor / Windsurf
    └─ ... (multi-client)

Tools (33)

Tool Description
godot_get_scene_tree Scene tree hierarchy (detail_level: full/summary)
godot_inspect_node Node properties, signals, groups
godot_get_editor_screenshot Editor viewport capture
godot_get_game_screenshot Running game capture (via GolemCapture autoload)
godot_play_scene Run a scene
godot_stop_scene Stop the running scene
godot_get_errors Retrieve errors
godot_clear_logs Clear logs
godot_execute_script Run GDScript in the editor context
godot_view_script Read a script file
godot_write_script Write a .gd file
godot_attach_script Attach a script to a node
godot_add_node Create a node (supports unique_name for %Name access)
godot_add_nodes Batch: create a full node hierarchy (supports unique_name per node)
godot_delete_node Delete a node
godot_update_property Modify a node property
godot_move_node Move a node in the tree
godot_duplicate_node Duplicate a node
godot_find_nodes Search nodes by type, group, name, script
godot_create_scene Create a new scene
godot_open_scene Open an existing scene
godot_save_scene Save the current scene
godot_create_sprite_frames Create SpriteFrames with animations and assign to a node
godot_get_input_map Read project-defined input actions (filters out built-in)
godot_project_settings Read/write project settings
godot_project_context Full project dump (settings, autoloads, input map, files)
godot_get_logs Game + engine logs (incremental)
godot_simulate_input Simulate input sequences in the running game
godot_list_resources List project files by type/extension and directory
godot_get_signals List signals and connections of a node
godot_connect_signal Connect a signal between two nodes
godot_set_anchor Set anchor preset on a Control node (fixes offset pitfall)
godot_add_resource Create and save a standalone .tres resource file
godot_edit_script Find-and-replace in a script file (Godot auto-reload)

Commands & Skills

Commands (user-facing)

4 slash commands — the entry points for all workflows:

Command Role
/think Brainstorm, design, plan — read-only, no code changes
/fix Debug, diagnose, repair — sequential investigation
/build Implement a deliverable — pre-flight, construct, validate
/learn Extract session feedback into reusable knowledge

Skills (internal)

14 specialist skills invoked by commands — not called directly:

Skill Domain
plan Interrogation + mini-PRD before building
sequence Game flow as structured YAML
simulate Paper-prototyping (narrative, balance, exhaustive)
gate Pre-construction validation checklist
architecture Modular pseudo-ECS design (EventBus, components)
scene Scene construction via MCP tools
ui UI composition + theme + behavior (fused skill)
juice Game feel: screenshake, freeze, squash, trails
vfx Particles, shaders, lighting, WorldEnvironment
audio Bus layout, music, SFX, spatial audio
camera 2D camera: follow, zoom, limits, cinematic
save Save/load: settings, game state, slots, migration
debug Sequential diagnostic methodology
test Automated tests: input simulation + logs + verification

Rules (auto-loaded)

4 rules loaded automatically when file patterns match:

Rule Glob Pattern Purpose
gdscript.md **/*.gd Timing, types, architecture patterns
shaders.md **/*.gdshader, **/vfx/** VFX, lighting, game feel, audio
recipes.md **/*.gd, **/*.gdshader Gate: consult recipes before implementing
mcp-pitfalls.md **/*.gd, godot-plugin/** Plugin/TCP, tools MCP, runtime pitfalls

Hooks (5)

Hook Event Role
check_connection.py PreToolUse (godot_*) Checks TCP connection before MCP calls (cached, TTL 10s)
block_tscn_edit.py PreToolUse (Edit/Write) Blocks direct .tscn file editing
gdscript_lint.py PostToolUse (godot_write_script) Lints GDScript after writing
pre_compact.py PreCompact Saves project state before context compaction
compact_context.py SessionStart (compact) Restores project context after compaction

Workflow

Planning a new game

/think  →  (validate plan)  →  /build  →  /learn
  1. /think — Define vision, mechanics, target feeling. Produces GAME_PLAN.md
  2. Review and validate the plan
  3. /build — Implement phase by phase (pre-flight checks recipes and pitfalls automatically)
  4. /learn — Extract what worked into reusable knowledge

Fixing a bug

/fix

Direct route — sequential diagnosis, no prerequisites.

Building a feature

/build "add patrol enemy with waypoints"

The /build command runs pre-flight (matches recipes, surfaces pitfalls, finds relevant project files), then constructs using the appropriate skills.

Quick prototyping

/build "quick: test particle effect on player hit"

For testing an idea fast. No plan or architecture overhead.

Agent Teams

Run multiple Claude Code agents on the same Godot project simultaneously. A lead agent orchestrates teammates, each with their own TCP connection to the plugin (max 5 clients).

The installer enables the feature flag automatically. See docs/AGENT_TEAMS.md for full documentation.

Lead Agent
├── Task → Teammate A (own files, own MCP connection)
├── Task → Teammate B
└── Task → Teammate C
         GolemServer (TCP :3571, max 5 clients)

Key rules:

  • Each teammate owns specific files (FILES_OWNED) — no overlap
  • Only the lead calls godot_save_scene
  • Max 5 simultaneous connections (lead + 4 teammates)

Troubleshooting

"Connection refused" / Port unavailable

Symptom: The check_connection.py hook blocks with "Godot is not connected"

Possible causes:

  1. Godot is not open
  2. The Golem MCP plugin is not enabled
  3. Another process is using port 3571

Solutions:

# Check if port is in use
lsof -i :3571        # macOS/Linux
netstat -ano | findstr :3571  # Windows

# Change port (if conflict)
export GOLEM_PORT=3572  # Before launching Claude Code

In Godot: Project > Project Settings > Plugins > Golem MCP must be enabled.

"No scene is currently running" (screenshot)

Run the game with godot_play_scene before capturing with godot_get_game_screenshot.

Empty screenshot / base64 error

Possible causes:

  1. GolemCapture autoload not active — check Project Settings > Autoload
  2. The game crashed before capture — use godot_get_errors
  3. Race condition — wait before capturing after play_scene

Lint warnings after godot_write_script

This is normal — lint is a safety net. Common warnings:

  • Missing 'extends' — add extends Node (or correct type)
  • ':=' with Variant source — replace := with : Type = for Array, Dict, ternary, .duplicate()
  • await inside _process — forbidden in @tool scripts, use deferred pattern

Ghost connections in Godot logs

Fixed — the server silently ignores probe connections. Update the plugin if you see this.

TCP Protocol

JSON lines on port 3571 (configurable via GOLEM_PORT env var). Multi-client, max 5 simultaneous connections.

Request: {"id": "uuid", "tool": "get_scene_tree", "args": {}}\n

Response: {"id": "uuid", "ok": true, "result": "...", "type": "text"}\n

Image response: {"id": "uuid", "ok": true, "result": "base64...", "type": "image", "mime": "image/jpeg"}\n

Development

# Clone and install deps
git clone https://github.com/Haidy-ID/golem-mcp
cd golem-mcp
uv sync

# Run MCP server standalone
uv run golem-mcp

# Install with local dev server
uv run golem-mcp install /path/to/project --local .

# Run coherence validator
python tools/validate_skills.py

# Run pre-flight (test)
python tools/preflight.py "add patrol enemy"

License

MIT

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