Godot Autopilot
FreeNot checkedGodot-Autopilot is a server based on the MCP protocol that connects the AI Agent to the Godot engine at the native engine API level. It grants the AI Agent
About
Godot-Autopilot is a server based on the MCP protocol that connects the AI Agent to the Godot engine at the native engine API level. It grants the AI Agent programmatic access to the entire Godot engine—scene tree operations, physical servers, rendering servers, audio, input simulation, script execution, etc.
README
An MCP Server for Godot Engine — AI-native engine control at the API level
Godot-Autopilot is an MCP (Model Context Protocol) server that bridges AI agents with the Godot game engine at the native engine API level. Unlike conventional tools that operate from a user-UI perspective (simulating clicks or editor operations), this project gives AI agents direct, programmatic access to Godot's entire engine surface — scene tree manipulation, physics servers, rendering servers, audio, navigation, input simulation, script execution, and more.
This is an in-process GDExtension plugin that loads directly into the Godot editor. No standalone bridge process needed — the MCP server starts when your project opens, and stops when it closes.
Architecture
MCP Host (Claude Desktop, Cursor, etc.)
│ POST http://127.0.0.1:9527/mcp
▼
Godot Editor
└── Godot-Autopilot (GDExtension)
├── mcp-cpp-sdk: HTTP server (internal threads)
├── mcp-cpp-sdk: McpServer + Streamable HTTP
├── Command Queue (HTTP thread → Godot main thread bridge)
├── ~343 MCP Tools across 23 categories (count varies by plugin version; see MCP search_tools)
├── Inline Documentation (offline engine docs)
└── Custom Log Dock (dedicated plugin output panel)
Key Design Decisions
| Decision | Choice | Rationale |
|---|---|---|
| Transport | Streamable HTTP (POST /mcp) | Standard MCP protocol, no bridge process |
| Thread Model | Command queue + frame sync | Safe Godot main-thread-only API access |
| Port | 9527 | Configurable via GODOT_AUTOPILOT_PORT env var |
| Discovery | 3-Tier Progressive (Catalog→Inspect→Execute) | Keeps context small with ~343 tools (count varies by plugin version) |
| Search | BM25 keyword | Tools organized by namespace + descriptions |
| Build | CMake 3.28+ / C++17 | Cross-platform, auto-optimized builds |
Features
🎮 Full Engine Control (~343 Tools, count varies by plugin version; see MCP search_tools)
| Category | Tools | Description |
|---|---|---|
| Render | 49 | Canvas items, cameras, lights, meshes, viewports, materials |
| Physics | 47 | 2D/3D ray casts, body creation, force application, joints |
| Display | 24 | Window, viewport and screen properties |
| Editor | 22 | Selection, undo/redo, scene save, plugin management |
| Resources | 21 | Load, save, create, list resources |
| Audio | 20 | Bus management, stream playback, effects |
| Input | 19 | Key/mouse/gamepad simulation, action queries (includes InputMap) |
| OS | 16 | Operating system, environment and clipboard access |
| Debug | 16 | Performance monitors, profiling, diagnostics |
| Navigation | 15 | Nav mesh, path queries, agents |
| Config | 13 | Project settings, engine properties |
| Scene | 12 | Node creation, deletion, scene tree inspection (e.g. create_scene_node) |
| Scripts | 10 | Execute GDScript and C#, call methods on any node |
| Text | 10 | String manipulation, parsing and formatting |
| TileMap | 7 | Tile map creation, cell manipulation and queries |
| Debugger | 7 | Debugger session control and inspection |
| Game | 7 | Game loop control and engine-wide state |
| Properties | 5 | Get/set properties, list properties, signal connect (e.g. property_set) |
| Docs | 4 | Query offline Godot API docs |
| Group | 3 | Node group management and membership queries |
| SpriteFrames | 3 | Sprite frame set creation and animation management |
| System | 1 | Plugin-level system information |
| Capture | 1 | Editor viewport screenshot |
📖 Inline API Documentation
Query Godot's built-in offline documentation directly through MCP tools. No web searches needed — every class, method, property, and signal is documented from the engine's own DocTools cache:
get_docs_class— Full class docs (description, methods, properties, signals)find_docs_class— Search classes by name or keywordget_docs_method— Method signature and descriptionget_docs_property— Property type and description
📋 MCP Resources
The server exposes engine state as readable MCP Resources:
godot://engine/version — Engine version info
godot://scene/tree — Current scene node tree (JSON)
godot://scene/{path} — Node properties by path
godot://filesystem/tree — Project file system structure
godot://filesystem/{path} — File/directory content
godot://editor/selection — Current selection
godot://editor/settings/{key} — Editor settings
godot://log/recent — Recent plugin log entries
📝 Dedicated Log Panel
A custom EditorDock bottom panel displays plugin-only logs (system, tools, transport, resources, prompts) with:
- Level filtering (Debug / Info / Warning / Error)
- Category filtering
- Text search
- Collapse duplicate messages
- Theme-consistent styling (matches Godot editor theme)
Getting Started
Prerequisites
- CMake 3.28+
- C++17 compiler (Clang recommended, MSVC/GCC supported)
- Godot 4.3+ with GDExtension support
Build
git clone https://github.com/jesspig/Godot-Autopilot.git
cd Godot-Autopilot
# Recommended: build + deploy to Example/addons/ in one step
uv run build.py # Debug
uv run build.py --release # Release (cleans first)
# Or manual CMake (presets: debug, release, both Ninja)
cmake --preset release && cmake --build --preset release
The built .dll / .so / .dylib will be in build/release/. build.py also generates the .gdextension file and copies artifacts to Example/addons/godot-autopilot/.
Install
Copy to your Godot project:
your-project/
└── addons/
└── godot-autopilot/
├── godot-autopilot.dll (or .so / .dylib)
└── godot-autopilot.gdextension
Configure MCP Host
{
"mcpServers": {
"godot-engine": {
"type": "streamable-http",
"url": "http://127.0.0.1:9527/mcp"
}
}
}
Open your Godot project — the server starts automatically. The port displays in the editor status bar.
Technology Stack
| Layer | Technology |
|---|---|
| Engine | Godot 4.x (GDExtension) |
| Bindings | godot-cpp (FetchContent) |
| MCP Protocol | modelcontextprotocol-cpp-sdk |
| HTTP / Async | mcp-cpp-sdk (internal, self-hosted) |
| JSON | mcp::JsonValue (SDK built-in) |
| Build | CMake 3.28+ / C++17 |
| Optimization | Clang-first, ThinLTO, Ninja, sccache, Unity Build |
Asset Attribution
The Example/ test project uses pixel art assets from Pixel Adventure 1 by Pixel Frog.
License
MIT
Installing Godot Autopilot
This server has no published package — it is built from source. Open the repository and follow its README.
▸ github.com/jesspig/Godot-AutopilotFAQ
Is Godot Autopilot MCP free?
Yes, Godot Autopilot MCP is free — one-click install via Unyly at no cost.
Does Godot Autopilot need an API key?
No, Godot Autopilot runs without API keys or environment variables.
Is Godot Autopilot hosted or self-hosted?
Self-hosted: the server runs locally on your machine via the install command above.
How do I install Godot Autopilot in Claude Desktop, Claude Code or Cursor?
Open Godot Autopilot on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.
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