Scene & script building
Create scenes, add and reparent nodes, write and attach GDScript, wire signals — the whole authoring loop, node-path aware.
GodotBridge is an MCP server that lets Claude, or any MCP-speaking AI, inspect and control a real Godot 4.x editor session and the game it's running — build scenes, write scripts, wire up physics and shaders, then press Play and watch, debug, and fix the result. No plugins pretending, no static file guessing.
> "Add a jump-and-dash player controller, wire up the input map, then run it and check for errors."
add_node(parent=".", node_type="CharacterBody2D", node_name="Player")
add_input_action(name="dash", keys=["Shift"])
create_script(path="res://player.gd", content="...")
game_launch_process(scene_path="res://player.tscn")
game_get_errors() → []
✓ Player controller running, zero errors.
Every layer of building a Godot game, exposed as tools your AI agent can actually call.
Create scenes, add and reparent nodes, write and attach GDScript, wire signals — the whole authoring loop, node-path aware.
Launch the game as a real process, simulate input, read live property values, capture screenshots, and pull structured errors — while it's running.
Skeletons, bone poses, blend shapes, AnimationTree blend graphs, IK chains, humanoid retargeting — the deep stuff, not just AnimationPlayer basics.
Author text and visual-graph shaders, build materials, and configure Control themes without leaving the conversation.
Procedural terrain, collision shapes, navigation meshes, particles, tilemaps and terrain sets — the systems that make a world feel real.
Generate, slice, rig, and export pixel-art sprites and animations directly into your project's import pipeline.
Search and install real Godot Asset Library addons by name, straight into res://addons/, no manual zip wrangling.
Scaffold multiplayer spawners and synchronizers, or start from a template instead of a blank project.
Find unused resources, circular dependencies, and node warnings before they become bugs — undo/redo included.
No inflated numbers — this is the real, live tool manifest. Click a category to preview it.
Select a category to see what it covers.
Start free with 96 tools, upgrade once for the full 345.
Forever, no card needed
One-time payment · All v1.x updates · 3 devices
* Image Studio uses your own PixelLab API key — no extra cost from us.
Your license covers all v1.x updates. If we ever release a v2 with breaking changes, existing owners get a discounted upgrade.
Set your license key as an environment variable (GODOT_MCP_LICENSE_KEY) or activate via the activate_license tool. Works on up to 3 machines.
Image Studio generates pixel-art assets using PixelLab's AI. You bring your own PixelLab API key (BYOK) — we don't charge anything on top. Works with both Lite and Full, but the import/export tools require Full.
After initial activation, the license is cached with an offline grace period. Your server keeps working without internet until the window expires.
Two small pieces, one real-time bridge.
The editor is the long-lived side and hosts the socket; the server connects out to it — so it survives your AI session ending and picks back up the next time you connect.
Choose your Godot project, install the addon, configure your AI client, and activate your Full license from the desktop app.
Download for WindowsVersion 1.0.0 · Free download · ZIP, about 26 MB
GodotBridge.exe and select your project.Requires Godot 4.x and Python 3.10+ with uv. Manual setup is also available below.
Standard MCP over stdio — works the same way in any MCP-compatible client, not just one AI app.
The addon runs inside Godot and bridges the editor to MCP clients via WebSocket.
GodotBridge and click InstallOr download from GitHub and copy addons/godot_mcp_bridge/ into your project.
Pick your AI client below. With uvx, the server downloads and runs automatically — no separate install step needed.
Open Godot with the plugin enabled, then start a conversation in your AI client — all 345 tools are ready for your agent to call.