Godot AI setup guide (2026): Godot MCP for Claude, Codex and Cursor

Godot AI is the MCP bridge that lets a coding agent drive the Godot editor. Build scenes, edit nodes and scripts, wire signals, and configure UI, materials, animation, particles, cameras and environments — from Claude Code, Claude Desktop, Codex, Cursor, VS Code and more. Free, MIT-licensed, from the same team behind MCP for Unity. Checked against hi-godot/godot-ai on Oct 13, 2026 (~3.0k stars; latest push the same day).

Current release: v4.3.0 (published Oct 3, 2026). Assets include godot-ai-plugin.zip and signed godot-ai-v4-plugin.zip. Needs: Godot 4.7+ (4.x), uv, and an MCP client.

Step 1: install the add-on from a release

Pick a published version on GitHub Releases and follow its verification steps. The add-on must land at:

your-project/addons/godot_ai/plugin.cfg

Don't copy a raw source snapshot over an existing install. For upgrades, use the Update button in the Godot AI dock (v3→v4 has a one-click migration that restarts Godot once and migrates owned client entries).

Step 2: enable the plugin

Project → Project Settings → Plugins → Godot AI. The plugin starts the MCP server and shows status in the Godot AI dock. If it's missing from the list, check that plugin.cfg is under addons/godot_ai/, not directly under addons/.

Step 3: connect your MCP client

In the dock, press Configure next to your client, or Configure all. Supported clients include Claude Code, Claude Desktop, Codex, Antigravity, Hermes Agent, DeepSeek Harness, Cursor, VS Code and Oh My Pi (manual). Use the dock-generated command — v4 uses godot-ai attach over stdio; a bare http://127.0.0.1:8000/mcp entry can't authenticate.

Architecture: MCP client → Python server (authenticated HTTP, port 8000) → Godot editor plugin (authenticated WebSocket, port 9500).

Step 4: try it

Demos linked from the README: a cyberpunk HUD built in ~2 hours with no hand-written code (source), and a block-world with saves.

Tools: 46 MCP tools, 120+ operations

19 high-traffic verbs as named tools, plus one rolled-up <domain>_manage per domain (keeps the count under clients' ~100-tool caps). Core tools include editor_state, scene_get_hierarchy, node_create / node_set_property, script_create / script_patch, batch_execute, project_run, test_run, logs_read, editor_screenshot and animation_create.

LanguageSupport
GDScriptFull: parse-validated, hot-reloaded, attached, outlined
C#Text-only write/outline; no .NET build or compiler errors — use a .NET-enabled editor to attach .cs

Telemetry and privacy

Usage telemetry records an installation UUID, event, outcome, duration and similar. Opt out with:

export GODOT_AI_DISABLE_TELEMETRY=true
# or
export DISABLE_TELEMETRY=true

Opt-out creates no telemetry UUID, worker or files. See docs/TELEMETRY.md.

Related: Unity MCP setup, Blender MCP setup, agent-built games, AI game-dev toolkit.

Pixel art is the other half of many Godot jams. When the agent can draw as well as edit scenes, read Aseprite MCP for beginners (headless vs live servers, palette rules, export into Godot).

FAQ

What is Godot AI?

Godot AI (hi-godot/godot-ai) is a production-grade MCP server and editor plugin that connects Claude Code, Claude Desktop, Codex, Cursor, VS Code and other MCP clients to a live Godot editor. It exposes 46 tools and 120+ operations for scenes, nodes, scripts, signals, UI, materials, animation, particles, cameras and environments. Free, MIT-licensed. From the makers of MCP for Unity. ~3.0k stars when we checked on Oct 13, 2026 (pushed the same day).

Which Godot version do I need?

Godot AI v4 needs Godot 4.7+ within the 4.x line, plus uv (for uvx) and an MCP client. Latest release we checked: v4.3.0, published Oct 3, 2026.

How do I install Godot AI?

Download a published release from github.com/hi-godot/godot-ai/releases (not a random source snapshot). Put the add-on at your-project/addons/godot_ai/ with plugin.cfg inside that directory. Enable it under Project → Project Settings → Plugins → Godot AI.

Does it support GDScript and C#?

GDScript is fully supported: scripts are parse-validated, hot-reloaded, attached and outlined. C# is text-only — script_create / script_patch write .cs files and find_symbols outlines them, but Godot AI does not build .NET or report C# compiler errors. Use a .NET-enabled editor build to attach .cs scripts.

How do I turn off telemetry?

Set GODOT_AI_DISABLE_TELEMETRY=true or DISABLE_TELEMETRY=true. Opt-out creates no telemetry UUID, worker or files. Details in docs/TELEMETRY.md.

Godot AI vs ee0pdt/Godot-MCP?

ee0pdt/Godot-MCP is an older community MCP (~0.6k stars, last pushed Mar 2025). Godot AI is the actively maintained, higher-star project from the MCP-for-Unity authors, with signed releases and a one-click v3→v4 migration.

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