Funplay Godot MCP is an editor-only addon that exposes 105 registered tools to external AI clients through an in-editor HTTP MCP server. You install it by copying the addons/funplay_mcp/ directory into your project's res://addons/ folder and enabling the plugin in Project Settings.
What Funplay Godot MCP Is
Funplay MCP for Godot is the flagship addon in the four-repo Funplay MCP family. It provides the highest tool count of the set — 105 tools in version 0.4.0 — and runs entirely inside the Godot editor. No runtime components ship with your exported game.
Key facts:
- 105 registered tools, covering scene-tree manipulation, input-map setup, play-mode simulation, console log inspection, script validation, and UI scaffolding. A compact "core profile" ships as the default; enabling the full profile unlocks every tool.
- Written in GDScript, which means it works in any Godot 4.2+ project — including Godot .NET (C#) projects. Mixed-language projects see both GDScript and C#/.NET tools such as
get_dotnet_project_info. - Licensed MIT and maintained by FunplayAI. The repository lives at github.com/FunplayAI/funplay-godot-mcp.
For context on where this fits: the Funplay MCP family covers Unity MCP (79 tools, Unity 2022.3 or later), Godot MCP (105 tools, Godot 4.2 or later), and Cocos MCP (67 tools, Cocos Creator 3.8 or later). A fourth repo, Funplay Skills, bundles 12 higher-level workflow skills. Godot has the largest tool surface of the three engine plugins.
Prerequisites
Before you start, confirm the following:
| Requirement | Detail |
|---|---|
| Godot version | 4.2 or later (stable or official release) |
| Project type | GDScript, C#/.NET, or mixed — all supported |
| AI client | Claude Code, Claude Desktop, Cursor, VS Code, or Codex |
| Network | The addon's MCP server binds to 127.0.0.1 port 8765 by default |
| Git (recommended) | For cloning or downloading the release archive |
Step-by-Step Installation via res://addons
Step 1: Download the Addon
Clone the repository or download a release archive from GitHub.
# Option A — clone the full repo (you only need the addons/ folder)
git clone https://github.com/FunplayAI/funplay-godot-mcp.git
# Option B — download a specific release archive from:
# https://github.com/FunplayAI/funplay-godot-mcp/releases
The directory you care about is addons/funplay_mcp/. Everything inside that folder constitutes the addon.
Step 2: Copy Into Your Project
Place the addon directory under your project's res://addons/ path.
# From the cloned repo root, copy into your existing Godot project
cp -r addons/funplay_mcp/ /path/to/your-godot-project/addons/funplay_mcp/
The resulting project structure should look like this:
your-godot-project/
├── project.godot
├── addons/
│ └── funplay_mcp/
│ ├── funplay_mcp.gd
│ ├── plugin.cfg
│ ├── ...
If your project does not yet have an addons/ directory at the root, create it. Godot recognizes res://addons/ as the standard location for editor plugins.
Step 3: Enable the Plugin in Godot
- Open your project in the Godot editor (4.2 or later).
- Navigate to Project → Project Settings → Plugins.
- Find Funplay MCP for Godot in the plugin list.
- Toggle its status to Enable.
Godot loads the plugin immediately. You should see a status indicator or console output confirming the MCP server started on 127.0.0.1 port 8765.
Step 4: Configure Your AI Client
Each supported AI client connects slightly differently. The general pattern:
- Point the client's MCP server configuration to
http://127.0.0.1:8765. - Confirm the client discovers the tool list.
- Start prompting.
For one-click setups, FunplayAI ships prebuilt configuration profiles for Claude Code, Claude Desktop, Cursor, VS Code, and Codex. Check the repository's README for per-client instructions.
Verifying the Installation
Here is a quick smoke test you can run from your AI client after connecting:
Ask: "List the first 10 registered MCP tools."
If the client returns tool names (e.g., tools for node creation, scene manipulation, or console log reading), the addon is active and communicating.
You can also try a small end-to-end workflow from your AI client to confirm tool dispatch works:
Ask: "Create a Node2D named TestRoot, add a Sprite2D child named TestSprite, then delete TestRoot."
The AI should call the relevant scene-tree tools through the MCP server, and you will see the nodes appear and disappear in the Godot editor's Scene dock.
Language Awareness
The addon detects your project's configuration and adjusts available tools:
- GDScript projects see GDScript-oriented tools.
- .NET (C#) projects see C#/.NET tools such as
get_dotnet_project_info. - Mixed projects see both sets.
You do not need to configure this manually. The plugin inspects the project on load.
Core Profile vs. Full Profile
After installation, the addon defaults to its core profile — a compact, high-signal subset of the 105 tools. This keeps tool lists manageable for the AI client.
To enable the full profile with all 105 tools:
- Open the addon's settings (accessible from the editor or via the
plugin.cfg). - Switch from "core" to "full."
Use the full profile when you need low-level editor tooling additions introduced in version 0.4.0. Stick with core for daily scene-building and scripting tasks.
Gotchas and Limitations
Editor-only. This addon runs inside the Godot editor. It has no runtime components, which means it cannot ship with exported builds. Do not attempt to call MCP tools from game scripts at runtime.
Local network only. The server binds to 127.0.0.1:8765. Remote machines cannot connect without port forwarding or a tunnel. This is a deliberate security choice — the server has full access to the editor's scene tree and scripting APIs.
Single-instance. The MCP server supports one connected AI client at a time. If you run multiple AI clients simultaneously, only the first connection wins. Disconnect the first client before switching.
No undo batching. Tools that modify the scene tree operate on the editor API directly. Most actions are undoable through Godot's standard undo history, but rapid bulk operations from an AI agent may produce granular undo steps rather than a single grouped action.
Performance in play mode. Play-mode tools such as enter_play_mode, simulate_action, and exit_play_mode work correctly but require the editor to actually run the game loop. Heavy scenes will exhibit the same editor performance characteristics as manual play-testing.
Not a replacement for source control. The addon lets an AI modify your project files. Commit your work to version control before running large AI-driven operations. If the AI produces unwanted changes, revert with git rather than relying solely on Godot's undo.
When Not to Use It
- CI/CD pipelines. The addon requires a running Godot editor instance with a GUI. Headless builds in CI cannot host the MCP server.
- Exported game builds. The addon does not run outside the editor by design.
- Team members not using AI clients. If a team member does not use an MCP-compatible AI tool, the addon consumes no resources beyond a small idle server, but there is no reason to enable it for them.
Architecture Overview
The request flow is straightforward:
External AI Client
→ HTTP Request
→ Funplay MCP addon (in Godot Editor)
→ GDScript MCP server
→ Tool dispatcher (105 registered tools)
→ Editor / runtime APIs
The AI client sends an HTTP request. The addon receives it, dispatches to the appropriate tool handler, executes against Godot's editor or runtime APIs, and returns the result as structured data.
Further Reading and Resources
- Primary repository: Funplay Godot MCP
- Tutorials and guides: gamebooom.ai/en/blog/
- Sibling repos: Funplay Unity MCP, Funplay Cocos MCP, Funplay Skills
Clone the repo, copy the addon into res://addons, enable the plugin, and point your AI client at 127.0.0.1:8765 to start using Funplay Godot MCP today.