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Godot + MCP + in-editor AI by Dhruv Vinesh

Let Cursor, Claude, and other AI agents control your Godot 4 editor — or chat from inside Godot with your own API keys (Claude, OpenAI, Gemini, OpenRouter, …).

Option A: Cursor / Claude Desktop  --stdio MCP-->  Node server  --WebSocket-->  Godot
Option B: Type in GDMCP Chat tab   --HTTPS------>  Claude / OpenAI / Gemini  -->  same tools

Requirements

  • Godot 4.2+ (GDScript)
  • Node.js 20+ (only if using Cursor/Claude MCP bridge)
  • Optional: API keys from Anthropic, OpenAI, Google, or an OpenAI-compatible host

Install

1. Enable the Godot addon

Copy addons/gdmcp into your game (or open this repo in Godot).

Project → Project Settings → Plugins → GDMCP → Enable

2. Chat from Godot (API keys)

  1. Open the GDMCP bottom panel → Settings
  2. Pick a provider (Claude / OpenAI / Gemini / OpenAI-compatible)
  3. Paste your API key → Save settings
  4. Go to Chat, ask it to inspect or edit the project

Keys are stored in Editor Settings (your machine), not in the game repo.

3. Optional: Cursor MCP bridge

cd GDMCP
npm run prepare:mcp

Point Cursor MCP at mcp-server/dist/index.js (see examples/cursor-mcp.json).

Providers

Provider Notes
Anthropic (Claude) Messages API + tools
OpenAI Chat Completions + tools
Google Gemini generateContent + function calling
OpenAI-compatible OpenRouter, Groq, Ollama, etc. Set base URL

Tools

Same tool surface for Chat and MCP: scene tree, nodes, files, play/stop, and more. Scene mutations are undoable (Ctrl+Z).

Config

Editor Settings (AI) — configured in the GDMCP Settings tab
Project settings (bridge) — gdmcp/network/port (default 6505), gdmcp/network/autostart

The WebSocket MCP bridge binds to localhost only.

Safety

GDMCP can modify scenes and files. API keys never leave your editor except to the provider you chose. Only use keys you control.

Author

Dhruv Vinesh

License

MIT — see LICENSE

About

GDMCP — Godot 4 MCP bridge + in-editor AI chat (Claude, OpenAI, Gemini). Built by Dhruv Vinesh.

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