01 / CHOOSE YOUR ENGINE
Which version of Godot should I use?
New GDScript project: Godot 4.7.2 stable Standard is our starting candidate as of October 10, 2026. This is an engine recommendation, not a claim that every listed MCP or old demo has been tested with it.
- Godot AI v4 requires Godot 4.7+ in the 4.x line.
- Existing project? Keep its working engine version first, then choose a compatible MCP.
- Brackeys’ original 2D and 3D projects record Godot 4.2 and 4.3 respectively.
- Official demos need a matching, existing ref. Do not assume the master branch targets the current stable engine.
- Select the download for your operating system and CPU architecture.
Before either client: prerequisites and paths
This walkthrough covers local Codex CLI and Claude Code CLI in macOS / Linux bash or zsh terminals. It does not configure ChatGPT or Claude web chat, Claude Desktop, or native Windows / WSL. Linux syntax is documented, but only macOS CLI configuration was checked locally.
Install and sign in to your chosen CLI using its official setup guide. Install Node.js 18+ with npm/npx, and a Godot executable compatible with your existing project. Coding-Solo requires Godot installed but does not specify a minimum engine release; these steps do not certify every Godot version or C# workflow. No editor addon is required for the version check.
Both paths use @coding-solo/godot-mcp@0.1.1. The client starts npx as a local stdio subprocess; there is no HTTP URL, port, API key or MCP OAuth login for this server. The -y flag accepts the npm installation prompt, so review the linked upstream package before running it.
Replace every /absolute/path/... placeholder before copying. GODOT_PATH is the executable file, not the project or app directory. On macOS an example is /Applications/Godot.app/Contents/MacOS/Godot; on Linux use the actual executable, for example /opt/godot/Godot. /absolute/path/to/My Game is a separate project directory containing project.godot. Keep paths with spaces inside quotes.
Run these checks in the same terminal you will use to start the client. Each version command should print a version; the project.godot check should exit successfully. Keep the Godot --version output for comparison with the first tool response.
node --version
npm --version
npx --version
"/absolute/path/to/godot" --version
test -f "/absolute/path/to/My Game/project.godot"Connect Codex
Prepare the shared prerequisites firstAdd the server
Check codex --version, then run the command below. godot-coding-solo is a configuration name chosen for this guide; use the same name when inspecting or removing it. Back up an existing entry before replacing it.
codex mcp add godot-coding-solo --env "GODOT_PATH=/absolute/path/to/godot" -- npx -y @coding-solo/godot-mcp@0.1.1Configuration location and scope
The CLI add command writes user-level configuration to ~/.codex/config.toml (or config.toml under a custom CODEX_HOME). Alternatively, merge this TOML into that file; do not replace unrelated settings or add a duplicate table. For project-only configuration, put it in .codex/config.toml under a trusted project instead. Choose one scope. Codex does not use Claude Desktop mcpServers JSON.
[mcp_servers.godot-coding-solo]
command = "npx"
args = ["-y", "@coding-solo/godot-mcp@0.1.1"]
[mcp_servers.godot-coding-solo.env]
GODOT_PATH = "/absolute/path/to/godot"Restart, connect and make a read-only call
Run codex mcp get to inspect the saved command and environment, then exit any existing Codex session and start codex from your project directory. Accept workspace trust only for your own project and review tool approval requests. Configuration inspection does not start a Godot tool call.
codex mcp get godot-coding-solo
cd "/absolute/path/to/My Game"
codexIn the interactive client, enter /mcp and inspect godot-coding-solo. A configured entry alone is not a successful connection: confirm that tools include get_godot_version and get_project_info, then send the read-only prompt below. Success means a real get_godot_version tool call returns the same version as your terminal check, without an error. The editor does not need to be open.
Use only the godot-coding-solo MCP server to call get_godot_version with {}. Report the tool result. Do not run, edit or create any project files.For a later project inspection, get_project_info accepts the JSON below as tool arguments. projectPath is not a server startup flag or GODOT_PATH. Point it to the directory containing project.godot, not the file itself or a res:// path. Review the returned project name/path and scene/script counts against that project. Use the engine version call as the first read-only test.
{
"projectPath": "/absolute/path/to/My Game"
}Remove or restore
codex mcp remove godot-coding-soloThis removes the user-level entry. If you chose project TOML instead, remove only its godot-coding-solo table and env subtable. Restore the backed-up entry or rerun the add command, then start a new Codex session. Leave other servers and project files intact.
Connect Claude Code
Prepare the shared prerequisites firstAdd the server
Check claude --version, then change into your project before adding the server. --scope local makes this entry private to you and specific to that project. Back up an existing entry with the same name before replacing it. Options belong before --; npx and its arguments go after it.
cd "/absolute/path/to/My Game"
claude mcp add godot-coding-solo --transport stdio --scope local --env "GODOT_PATH=/absolute/path/to/godot" -- npx -y @coding-solo/godot-mcp@0.1.1Configuration location and scope
Local scope is stored under the project path in ~/.claude.json, not .claude/settings.local.json. --scope user would share it across your projects in ~/.claude.json. For a team, use --scope project instead: the CLI writes .mcp.json at the project root in the format below. Merge into an existing file, review machine-specific paths before sharing, and approve that project server in Claude Code when prompted. Use one scope to avoid shadowed entries.
{
"mcpServers": {
"godot-coding-solo": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@coding-solo/godot-mcp@0.1.1"
],
"env": {
"GODOT_PATH": "/absolute/path/to/godot"
}
}
}
}Restart, connect and make a read-only call
From the same project directory, inspect the entry with claude mcp get, then exit and restart Claude Code with claude. The upstream README explicitly calls for a restart. Review workspace trust and tool permissions when prompted; keep them enabled.
claude mcp get godot-coding-solo
claudeIn the interactive client, enter /mcp and inspect godot-coding-solo. A configured entry alone is not a successful connection: confirm that tools include get_godot_version and get_project_info, then send the read-only prompt below. Success means a real get_godot_version tool call returns the same version as your terminal check, without an error. The editor does not need to be open.
Use only the godot-coding-solo MCP server to call get_godot_version with {}. Report the tool result. Do not run, edit or create any project files.For a later project inspection, get_project_info accepts the JSON below as tool arguments. projectPath is not a server startup flag or GODOT_PATH. Point it to the directory containing project.godot, not the file itself or a res:// path. Review the returned project name/path and scene/script counts against that project. Use the engine version call as the first read-only test.
{
"projectPath": "/absolute/path/to/My Game"
}Remove or restore
cd "/absolute/path/to/My Game"
claude mcp remove --scope local godot-coding-soloUse the same directory and scope used when adding. If you chose project or user scope, replace local with that scope. Restore the backed-up entry or rerun the add command, then restart Claude Code. No Godot project files need deletion.
Troubleshoot this stdio connection
- Connection failed or startup timed out: check the package download/network error and run npx -y @coding-solo/godot-mcp@0.1.1 manually with GODOT_PATH set. A stdio server may wait silently for input; that alone is not a connection test. Stop it with Ctrl+C, then let the client launch it. In Codex, only if a slow first download is the cause, add startup_timeout_sec = 60 inside the server table, before the env subtable.
- Node/npx not found (ENOENT): run command -v node and command -v npx in the launch terminal. Fix PATH or use the returned absolute npx path as command; Node must still be on that process PATH. Restart the client after changing your shell environment.
- Godot not found or wrong version: run the exact quoted GODOT_PATH with --version. Check that the file exists, is executable, and is the intended engine. On macOS select the binary inside Godot.app, not the bundle. Recheck the saved environment in the client configuration.
- Paths containing spaces: quote the whole KEY=value shell argument as shown. In TOML/JSON keep the path in one string and each process argument in its own array element; do not embed extra shell quote characters inside the path value.
- Tools missing: inspect /mcp for startup errors, restart after config changes, and check the actual scope, working directory, trust and enabled state. In Codex check enabled_tools/disabled_tools if you customized them. In Claude Code check project server approval and same-name local/project/user entries. Organization policy can restrict MCP; ask the administrator rather than bypassing it.
- Invalid project path: check project.godot inside the exact projectPath directory and filesystem access for the client process. Do not append a made-up --project-path option to npx. If the version tool works but project inspection fails, check the project path and engine compatibility separately.
Sources and verification limits
Checked October 13, 2026: Codex CLI 0.162.1, Claude Code 2.1.231 and Node 25.1.0 on macOS arm64; npm package 0.1.1 and upstream README/source at 1209744fad78f3998f98c7394fd0f6ef50da5281. Official documentation, CLI help and isolated add/get/remove configuration were checked. No real Codex/Claude Code → MCP → Godot end-to-end session was tested; the success markers above are instructions, not observed results.
- Official OpenAI MCP documentation
- Official Claude Code MCP documentation
- Pinned Coding-Solo README and source
- Published npm package 0.1.1
The existing unpinned Claude Code quick-start matches upstream and is retained. This walkthrough adds -y, a pinned package version, explicit stdio/scope and GODOT_PATH. Other MCPs are not interchangeable: Godot AI uses its editor-generated attach configuration, Runtime uses its own package and bridge, and Full Control requires a source build and runtime autoload. Keep their requirements and follow their existing sections below; this is not a client compatibility matrix.
MCP SETUP / Our editor pick
Godot AI
Godot 4.7+ · uv / uvx- Install Godot 4.7+ and uv, then choose a published Godot AI release.
- Follow that release’s verification instructions. Place the addon at addons/godot_ai/ with plugin.cfg inside it.
- Enable Godot AI in Project → Project Settings → Plugins.
- In the Godot AI dock, choose Configure for your MCP client. Use its generated configuration; v4 uses an authenticated attach bridge.
- Ask the agent to read the current scene hierarchy. Make one small change, save, and inspect it in Godot.
Requires an editor addon. C# editing is text-only; .NET builds and compiler diagnostics are separate.
MCP SETUP / For runtime checks
Godot MCP Runtime
Godot 4.x · Node.js 20+- Install Godot 4.x and Node.js 20 or newer.
- Add the configuration below to your MCP client, replacing GODOT_PATH with the actual executable path.
- Restart the client. Ask it to call check_project with your project directory.
- Run the project, test a small interaction, and inspect its output or screenshot.
- Stop the project through the tool when finished; review any changed project files.
{
"mcpServers": {
"godot": {
"command": "npx",
"args": [
"-y",
"godot-mcp-runtime"
],
"env": {
"GODOT_PATH": "/absolute/path/to/godot"
}
}
}
}Uses a temporary runtime bridge and updates .gitignore. It helps verify behavior; human playtesting is still needed.
MCP SETUP / For broader control
Godot MCP Full Control
Godot 4.4+ · Node.js 18+- Install Godot 4.4+ and Node.js 18+. For C#, also install the matching Godot .NET editor and .NET SDK.
- Clone the upstream repository, run npm install, then npm run build.
- Configure your MCP client to run node with the absolute path to build/index.js. Set GODOT_PATH if needed.
- For game_* runtime tools, copy build/scripts/mcp_interaction_server.gd into your project and register it as the McpInteractionServer autoload.
- Read the scene, change one property, save, then reopen it to verify persistence.
git clone https://github.com/tugcantopaloglu/godot-mcp.git
cd godot-mcp
npm install
npm run buildSource build required. Runtime tools need an autoload; check client schema compatibility before adopting a release.
MCP SETUP / For a basic connection
Godot MCP
Godot installed · Node.js 18+- Install Godot and Node.js 18 or newer.
- For Claude Code, run the command below; other clients can use the upstream npx configuration.
- Set GODOT_PATH to the editor executable if automatic detection fails.
- Restart the client and request the installed Godot version.
- Run a small project and inspect get_debug_output before adding more tools.
claude mcp add godot -- npx @coding-solo/godot-mcpNarrower runtime capabilities and an older push date. The highest Star count is not a reliability guarantee.
Verify a useful connection
- Ask for the engine version or current scene hierarchy. Check that the result matches your open project.
- Change one harmless property on a duplicate scene. Save, reopen, and confirm it persisted.
- Run the scene. Inspect errors and manually repeat the intended interaction.
- Stop the project and review your version-control diff.
A successful tool response is only one part of the check. A scene that opens, saves, and behaves correctly provides stronger evidence.
If something does not connect
- Godot not found: GODOT_PATH must point to the executable, not its containing directory. On macOS it is inside the app bundle.
- JSON paths on Windows: use forward slashes or escape backslashes.
- Addon missing: check the exact addons directory and enable it in Project Settings.
- Godot AI v4: use its dock-generated attach configuration rather than an old bare HTTP URL.
- Tool list rejected: check the client and release-specific issue reports linked in the comparison.