Funplay MCP for Godot is a free, MIT-licensed editor addon that exposes 105 registered tools over a local HTTP endpoint so any MCP-compatible AI client can inspect and manipulate your Godot project in real time. Connecting Claude Code takes under two minutes: install the addon, enable it, and add one JSON block to your Claude Code MCP configuration.
What Funplay Godot MCP Is
Funplay MCP for Godot (plugin name Funplay MCP for Godot) is the flagship addon in the four-repo Funplay MCP family maintained by FunplayAI. Version 0.4.0, released 2026-04-17, ships with 105 registered tools — the highest tool count among the family's plugins. It is written entirely in GDScript, runs inside the Godot editor, and has no runtime components in exported games.
The addon is language-aware. GDScript projects see GDScript-focused tools, .NET (C#) projects see tools like get_dotnet_project_info, and mixed projects see both sets. It works with any Godot 4.2 or later project, including Godot .NET (C#) projects.
Why This Matters
Editing a Godot project through a terminal-based AI assistant used to mean generating scripts, copying them into the editor, and manually testing. Funplay MCP closes that loop. Claude Code can read scene trees, inspect node properties, list project resources, run the project, and call into editor APIs — all while you watch the results live in the Godot viewport.
Compared to sibling plugins in the Funplay family, the Godot version offers the most surface area. The Unity variant targets Unity 2022.3 or later with 79 tools, and the Cocos variant targets Cocos Creator 3.8 or later with 67 tools. Another sibling, Funplay Skills, provides 12 reusable skill templates. If you work across engines, you can run multiple MCP servers side by side on different ports.
Prerequisites
Before you start, make sure you have:
- Godot 4.2 or later installed and a project open.
- Claude Code installed and authenticated (the
claudeCLI available in your terminal). - Network access to
127.0.0.1(localhost).
Step 1 — Install the Addon
You have two options.
Option A: Clone the repository as a standalone project.
git clone https://github.com/FunplayAI/funplay-godot-mcp.git
Open the cloned folder in Godot. The addon lives inside addons/funplay_mcp/.
Option B: Copy into an existing project.
Copy the entire addons/funplay_mcp/ directory from the repository into your project's res://addons/ folder. The directory structure should look like this:
your_project/
addons/
funplay_mcp/
plugin.cfg
...
Step 2 — Enable the Plugin in Godot
- Open your Godot project.
- Go to Project → Project Settings → Plugins.
- Find Funplay MCP for Godot in the list and enable it.
- A new dock labeled Funplay MCP appears on the right side of the editor.
The MCP server starts immediately on http://127.0.0.1:8765/ by default. You do not need to restart the editor.
Step 3 — Configure Claude Code
Open your Claude Code MCP configuration file. On most systems this lives at ~/.claude/mcp_servers.json or in your project's .claude/mcp_servers.json.
Add the following entry:
{
"mcpServers": {
"funplay": {
"type": "http",
"url": "http://127.0.0.1:8765/"
}
}
}
If you already have other MCP servers configured, merge the funplay entry into the existing mcpServers object rather than overwriting it.
Alternatively, you can use the one-click configuration button inside the Funplay MCP dock. It lists supported clients — Claude Code, Claude Desktop, Cursor, VS Code, and Codex CLI — and writes the correct configuration to the appropriate path for each. Select Claude Code, confirm, and the dock updates the file for you.
Step 4 — Verify the Connection
Restart Claude Code if it was already running. In a new session, ask Claude to list the available MCP tools. You should see entries prefixed with the server name, such as funplay://list_scenes or similar tool identifiers depending on the tool naming convention.
A quick smoke test:
claude "Use the Funplay MCP tools to list all scenes in my Godot project."
Claude Code sends an HTTP request to the local MCP server, the addon processes it inside Godot, and the response appears in your terminal. You should see your project's .tscn files listed.
How the Architecture Works
Understanding the request path helps when debugging:
Claude Code (AI client)
→ HTTP request to 127.0.0.1:8765
→ Funplay MCP addon (running in Godot Editor)
→ GDScript MCP server
→ Tool dispatcher (105 registered tools)
→ Godot Editor / runtime APIs
Every request travels over plain HTTP to localhost. The GDScript server inside the editor parses the request, dispatches it to the correct tool handler, and returns a structured JSON response. No data leaves your machine.
Manual Configuration for Other Clients
If you prefer editing config files directly, here are the formats for the other supported clients.
Claude Desktop uses the same JSON structure as Claude Code. Add the same mcpServers block to claude_desktop_config.json.
Codex CLI uses TOML:
[mcp_servers.funplay]
url = "http://127.0.0.1:8765/"
Cursor and VS Code accept similar server entries in their respective settings files. The one-click buttons in the dock handle the exact paths and schemas.
Gotchas and Limitations
The server stops when you close Godot. This is an editor-only addon. If you quit the Godot editor, the MCP endpoint goes offline and Claude Code will fail to reach it. Keep the editor running in the background while you work.
Single-project scope. The addon operates on whichever project is currently open in the editor. If you switch projects, the MCP server restarts and reflects the new project. Claude Code has no memory of the previous project's state.
No runtime components. Nothing from this addon ships in your exported game. That also means Claude Code cannot interact with a running exported build — only with the editor.
Local-only networking. The server binds to 127.0.0.1 on port 8765. It does not accept external connections. This is fine for solo development but requires extra steps (SSH tunnels, port forwarding) if you want to run Godot and Claude Code on separate machines.
Tool availability depends on project type. GDScript-only projects will not see C# tools like get_dotnet_project_info. This is by design — the addon detects your project configuration and exposes the relevant subset of its 105 tools.
No authentication. Any process on your machine can reach the MCP endpoint. In practice this is low risk because the server only accepts local connections, but be aware of it if you run untrusted scripts locally.
When Not to Use This
Skip this setup if you need AI-assisted editing on a headless CI server with no Godot editor instance. The addon requires the editor GUI to be running. For command-line-only Godot workflows, consider scripting directly against Godot's headless mode instead.
Also skip it if your project uses Godot 3.x. The addon requires Godot 4.2 or later and relies on editor APIs not present in the 3.x branch.
Using the Full Tool Profile
By default the addon exposes a compact "core" profile — a high-signal subset of tools chosen for everyday use. Power users can switch to the full profile from the Funplay MCP dock to access all 105 tools. This includes lower-level editor operations useful for advanced automation, scene graph manipulation, and batch asset processing.
The full profile increases the token cost of tool discovery messages, so start with the core profile and expand only when you need specific tools that are missing.
Related Resources
- Primary repository: github.com/FunplayAI/funplay-godot-mcp
- Unity sibling: github.com/FunplayAI/funplay-unity-mcp — 79 tools for Unity 2022.3+
- Cocos sibling: github.com/FunplayAI/funplay-cocos-mcp — 67 tools for Cocos Creator 3.8+
- More AI game-dev guides: gamebooom.ai/en/blog/
Open the Funplay MCP dock in your Godot editor, click the Claude Code button, and start building your next game with an AI pair programmer that can see and edit every scene, node, and script in your project.