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
- 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
Copy addons/gdmcp into your game (or open this repo in Godot).
Project → Project Settings → Plugins → GDMCP → Enable
- Open the GDMCP bottom panel → Settings
- Pick a provider (Claude / OpenAI / Gemini / OpenAI-compatible)
- Paste your API key → Save settings
- Go to Chat, ask it to inspect or edit the project
Keys are stored in Editor Settings (your machine), not in the game repo.
cd GDMCP
npm run prepare:mcpPoint Cursor MCP at mcp-server/dist/index.js (see examples/cursor-mcp.json).
| 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 |
Same tool surface for Chat and MCP: scene tree, nodes, files, play/stop, and more. Scene mutations are undoable (Ctrl+Z).
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.
GDMCP can modify scenes and files. API keys never leave your editor except to the provider you chose. Only use keys you control.
Dhruv Vinesh
MIT — see LICENSE