Godot-MCP — Model Context Protocol (MCP) integration for the Godot Engine. AI tools for the Godot Editor in C#, with cloud connection to ai-game.dev. Apache-2.0.
Godot-MCP
Model Context Protocol (MCP) integration for the Godot Engine. The Godot counterpart of Unity-MCP — it lets AI assistants drive the Godot Editor through MCP tools written in C#.
Status: early scaffold. The addon boots in the editor and logs a startup line; the MCP connection and tools are landing in follow-up tasks.
Requirements
- Godot 4.3+ (C# / .NET edition, Godot.NET.Sdk
4.3.0) - .NET 8 SDK
What it is
Godot-MCP is a Godot editor addon (addons/godot_mcp/) backed by a Godot.NET.Sdk C#
project. On editor load, a [Tool] EditorPlugin boots the plugin. Once complete it will
expose Godot Editor operations as MCP tools and connect to ai-game.dev
— the same cloud backend Unity-MCP uses — so an AI agent can build and edit Godot games.
Reused libraries
It does not fork the MCP/reflection stack — those are shared with Unity-MCP and pulled
from nuget.org as PackageReferences:
| Package | Version | Role |
| --- | --- | --- |
| com.IvanMurzak.ReflectorNet | 5.3.1 | Reflection / serialization core |
| com.IvanMurzak.McpPlugin | 6.5.5 | MCP plugin client (transitively pulls McpPlugin.Common + ReflectorNet) |
Building
Godot.NET.Sdk is a NuGet SDK, so a Godot binary is not required to compile:
dotnet restore
dotnet build
To run the addon, open the project in Godot 4.3+, then enable Godot-MCP under Project → Project Settings → Plugins.
License
Apache-2.0 © Ivan Murzak