Godot MCP Pro
A downloadable tool for Windows, macOS, and Linux
163 AI-powered tools for Godot Engine across 23 categories. Connect Claude, Cursor, and other AI assistants directly to your editor. Scene manipulation, 3D scene building, physics setup, particles, navigation, audio, animation & AnimationTree, input simulation with recording/replay, runtime analysis (15 tools), tilemap, shader, theme, resource management, batch refactoring, automated testing & QA, code analysis, profiling, export support, smart type parsing, and full UndoRedo support. Enhanced editor panel with activity log, client monitor, and per-tool enable/disable. One-time purchase, lifetime updates.
Purchase
In order to download this tool you must purchase it at or above the minimum price of $12.75 USD. You will get access to the following files:

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Buy Me a Coffee updata 1.15.0 PLS!!!
我是新手,有安装教程吗?
Hi! I purchased Godot MCP Pro 1.13.2 on Buy Me a Coffee and received the files by email.
Could you please tell me how I can download updates?
Thanks!
Just want to let you know I had a lot of disconnects from the MCP bridge with Codex. So I asked codex to fix this issue and it is solved. Using your 1.14.1 version.
This is what I got after:
The bridge was failing because Codex had accumulated 13 stale
node.exe **\server\build\index.jsprocesses. They filled6505-6509, but the Godot editor plugin polls6505-6514, while the Node MCP server only scanned up to6509. New Codex MCP launches could not bind a port, so the tool reported “Godot editor is not connected.”Changed:
6505-6514in [godot-connection.ts (line 15)](**\\server\\src\\godot-connection.ts:15).SIGINT, andSIGTERMin [index.ts (line 71)](**\\server\\src\\index.ts:71) and [index.ts (line 167)](**\\server\\src\\index.ts:167), so abandoned MCP processes should release their WebSocket listener instead of lingering.**\server\build.i just buy this one and if new version release, can I get new one?
hi, when i use claude to connect with those mcp, it seems while claude wants to send some request, it need call the mcp for not even once but many times (looks like a kind of lag)![BERJAYA]()
Hello, may I ask if this mcp can also be used in OpenAI Codex ?
MCPs are always AI agnostic, you can use it with any of them
Hello, I saw on abyo.net/godot-mcp that it was a one-time purchase for $5. Why has it become three times the price, $15, after entering itch? Has the price increased?
Hey, thanks for reaching out! Yeah, the price did go up — it's $15 now. I just forgot to update the info on abyo.net, so it still shows the old $5 price. Sorry for the confusion! I'll get the site fixed. Thanks for letting me know.
Okay, I understand. I was wondering if you have any plans to offer a bundle package of game development tools such as Blender, Godot, Unity, Unreal, Aseprite, etc., and provide a certain discount. I think everyone would be happy to pay for the bundle directly.
If there is, I will pay immediately. Hahaha
its weird everytime when i change to a new thread and try to connect with godot mcp it fails.
Is there any solution?
I purchased it on Buy a Coffee. I'd like to ask a question. My model package is Zai.GLM, which is billed based on the number of prompts. Will using MCP cause my prompt quota to be consumed extremely quickly? How much extra consumption will it bring?
Is there error in the MCP configuration on the website? Shouldn't the latest version of Claude be configured with
.claude.jsoninstead of.mcp.json?Thanks for checking! Both files are valid —
.mcp.jsonis for project-scoped MCP servers (only loaded when you launch Claude Code from that project directory), while.claude.jsonin your home directory applies globally to all projects. Since Godot MCP Pro is typically used per-project,.mcp.jsonis actually the recommended scope. You can use.claude.jsoninstead if you'd prefer it available everywhere, though.Hello! I just bought your MCP Server code. May I ask if there have the Discord Server I can join?
I’m planning to use Godot MCP Pro with a local model (24GB VRAM available).
Do you have any recommendations for models that work well specifically with MCP tool-calling and Godot workflows?
I’m considering Mistral, DeepSeek, Qwen, or Llama - but I’m mainly concerned about reliable tool use, structured outputs, and multi-step actions inside the editor.
Hey, thanks for trying it out!
Quick disclaimer up front: Godot MCP Pro was developed and tested primarily against Claude (Sonnet/Opus), so I can't guarantee identical reliability with local models. But here's what the current (May 2026) landscape looks like for your VRAM budget:
### Top pick for 24GB VRAM + MCP tool calling
**Qwen3.6-27B (dense)** — released April 2026, Apache 2.0, 262K context, native tool-calling. SWE-bench Verified 77.2. Fits comfortably in 24GB at Q4_K_M (~17–18GB) with room for context. This is currently the best single bet for agentic tool use at your VRAM tier.
### Strong alternatives
- **Qwen3-Coder-Next (80B MoE, 3B active)** — best-in-class for agentic coding (SWE-Bench-Pro at the level of models 10–20× larger), but it needs ~46GB VRAM/RAM at Q4. Won't fit 24GB GPU-only — workable only if you have unified memory (Apple Silicon) or are OK offloading to system RAM with a big speed hit.
- **Qwen2.5-Coder-32B-Instruct** — still excellent for FIM / tab-completion. Tool calling is decent but Qwen3.6-27B is a clearer upgrade for agent workflows.
- **Mistral Small 3.x (24B)** — solid function calling, fast, fits comfortably. A reasonable middle option if Qwen feels too verbose.
### What I'd avoid (or be cautious with)
- **DeepSeek V3** — independent evaluations have it around 81.5% on function-calling benchmarks vs ~96.5% for Qwen Plus, and it's specifically weaker at multi-turn function calling. For single-shot ("create this scene") it's fine; for chained Godot workflows (create scene → add nodes → write script → reload → test), expect drift.
- **Llama 3.x at this VRAM tier** — 70B doesn't fit cleanly at 24GB even quantized, and 8B isn't reliable enough for multi-step tool chains.
### What matters more than the model name
1. **Use a runtime that enforces tool schemas.** llama.cpp grammars, vLLM with guided decoding, or Ollama with native tool support. Free-form decoding will hallucinate tool args no matter which model you pick.
2. **Multi-step Godot workflows are the hard part.** Anything past 3–4 chained tool calls (which is most non-trivial editor work) is where local models drop off vs Claude. Expect to babysit longer chains.
3. **Keep the system prompt tight.** Local models burn context fast, and Godot MCP Pro's tool surface is broad — consider trimming the available tool list if you only need a subset.
If you do find a setup that works smoothly, I'd love to hear about it — drop a note here or on Discord.
Best tool what ever made!! i chance on unity to back godot .
Hi! Just wanted to mention I've been getting great use out of the plugin in a longer test/acceptance workflow. Opened a bug report on GitHub (issue #21) with diagnosis + a working patch, and dropped a few feature ideas in the Discord #godot-mcp-pro channel. Thanks for the consistent updates and the responsive support — it's been a pleasure to use!
very very very very good MCP!!
Thank you!!!
Any roadmap for future updates?
We don't have a formal roadmap, but we regularly get feature requests from users on Discord and other channels, so we pick those up and work on them as they come in!
That's impressive. I myself have tried to develop an MCP, but it's more difficult than I thought. Thank you so much!
Im using VSC with Github Copilot and it works with a bit of custom config.
I'm really enjoying using the godot mcp at the moment. It works really well for me. (using gpt-5.4)
For those who prefer OpenCode instead of Claude Code. This is what I added to the opencode.json file.
"mcp": { "godot-mcp-pro": { "type": "local", "command": ["npx", "/path/to/server/build/index.js"], "enabled": true, "environment": { "GODOT_MCP_PORT": "6505" } } },Also if some of you get permission denied when running the mcp, run the following two commands in the terminal:
This is probably a Linux thing though.
I've already sent this in an email. Hope it helps.
Thank you for a great product.
Thank you so much for sharing this, and for the kind words! Really glad it's working well for you.
And sorry for the late response to your email — I should have addressed the permission issue sooner.
The OpenCode configuration example is super helpful for other users — thanks for posting it here too.
Regarding the permission issue on Linux, you're right — we'll add a chmod step to the build process in the next release so it works out of the box. For now, your workaround is exactly right.
Thanks again for the feedback!
No worries about not replying to the email. I just wanted to share my findings so others didn't need to use time debugging it like I did. :D
Just released v1.10.2 with this fix included. Thanks again for reporting it!
That's good! Very fast response! :)
i need alipay
I looked into adding Alipay before, but it's pretty difficult to set up for non-Chinese sellers. Both itch.io and Buy Me a Coffee use Stripe/PayPal which don't support Alipay for my region.
Can you use PayPal? itch.io supports PayPal checkout which might be easier for you. Visa/Mastercard also works on both platforms. Otherwise let me know and we can figure something out!
Hello, I have few questions:
1️⃣ - Can I make it work 100% locally with RTX 5090 32GB VRAM ?
Without cloud / subscription ? (I'm planning to use Gemma4 26B or 31B)
2️⃣ - Does it include the CHAT panel/window inside Godot so I can do everything within?
3️⃣ - I'm not a programmer I'm a designer, I understand the basics of the Godot Editor but nothing about GDScript.
Will it work if I just describe what I want even without know Godot terminology or GDScript?
For example:
"use the icon.png with WASD and make it shoot lasers using laset.png via spacebar"
Will this work? 🤔
Thanks ahead! 🙏
Great questions!
1. Yes, it works 100% locally with no cloud or subscription needed. The MCP server and Godot plugin run entirely on your machine. However, you still need an AI client to send the commands — Godot MCP Pro is the bridge between the AI and the editor, not the AI itself. For local LLMs like Gemma4, you'd use something like LM Studio or Ollama + OpenCode/Continue as the AI client. With an RTX 5090 you have plenty of power for that. Use `--minimal` mode (35 tools) to keep the context small for local models.
2. No, there's no chat panel inside Godot. You chat with the AI in your AI client (Claude Code, Cursor, VS Code Copilot, etc.) and it controls Godot through the MCP connection. Think of it as: you talk to the AI in one window, and it makes changes in the Godot editor in real time.
3. Yes, that kind of natural language prompt absolutely works! The AI translates your description into the actual Godot operations. Your laser example would work — the AI would create a scene, set up the icon.png as a sprite, write the WASD movement script, add the shooting mechanic with laser.png, and wire up spacebar input. You don't need to know GDScript — that's the whole point.
That said, the quality of results depends on the AI model. Larger cloud models (Claude, GPT) will understand your intent better than smaller local models. With Gemma4 26B/31B you might need to be a bit more specific in your descriptions, but it should still work for basic game mechanics.
Feel free to join our Discord if you have more questions or need help setting up: https://discord.gg/zJ2u5zNUBZ
Thanks for the detailed reply, I appreciate it! ❤️
Just to be clear I don't think there is a problem with the plugin, but for beginners like me it's not easy to run at all after some time here is my experience:
First, I tried the free version it was very complicated to install with VScode because of Roo Code, also Ollama always got stuck every 5 minutes (even if I didn't do anything) I used also lower VRAM models just to test so I only used about 22GB VRAM (Gemma4:26b) with everything open (Godot, VScode, Ollama + Loaded Model to VRAM).
First it worked almost, it created the Player but didn't care about adding the default icon.png so I tried to explain what is the issue so it can fix it, but then it was always stuck in VSCode, it seems like it worked on the free version at least only on the first command to do something in Godot so after 5 minutes it always stuck after I tried everything from scratch many times.
I also tried to get some help via Gemini just to make it work but it couldn't solve the problem, so I tried again with LMStudio but couldn't make it connect to MCP Pro, so I had too many issues trying to just feel how it works in Godot + MCP Pro.
If you'll consider in the future to make a step-by-step video tutorial for non-programmers to install (local use) it will be easier follow it from installation, connect everything, and actually make something simple like my example which will make a great test before anyone purchase. 🙏
I joined the Discord in case I'll decide to try again maybe I can get some help.
Thanks for sharing your experience — this is really helpful feedback!
You're right that the local LLM setup is much harder than it should be, especially for non-programmers. The sticking/freezing issue with Ollama + Roo Code is a known pain point — local models often struggle with the large number of tool definitions and can timeout or get stuck in loops.
A step-by-step video tutorial for local setup is a great idea and I'll put it on my to-do list. In the meantime, a couple of tips if you want to try again:
- Use `--minimal` mode (35 tools instead of 169) — this drastically reduces the context size that chokes local models
- Gemma4 26B should work with `--minimal`, but give it simpler one-step instructions rather than complex multi-part requests
- If Ollama freezes, it's usually the model running out of context window, not the MCP plugin
Glad you joined the Discord — drop a message there anytime and I'll help you get it running!
Hello, I'm interested in purchasing the tool, but GitHub and your website indicate that you only offer lifetime support for version 1.x. If I purchase it, will I also have access to a hypothetical version 2.x? Because your tool is already at version 1.9.
Great question! Version numbers follow semver, so 1.9 doesn't mean we're close to 2.0 — it'll keep going 1.10, 1.11, 1.20, etc. I don't have any plans for a v2 right now, there's still plenty of room to grow in v1.x. So your purchase covers a lot of future updates!
Thank you for your response.
hello, when i connect it with claude in the warnings tab it keeps showing
[MCP] Connected on port 6506
[MCP] Disconnected from port 6506
[MCP] Connected on port 6506
[MCP] Disconnected from port 6506
[MCP] Connected on port 6506
over and over, basically taking over that terminal. it seems to be working, but is there a way to make it less verbose?
EDIT: claude did this ->
- Modified File: addons/godot_mcp/websocket_server.gd
- Lines 105 & 121: Replaced `print()` with `print_verbose()` for connection and disconnection logs.
- Effect: Hides repetitive polling spam from the Godot terminal unless running with the --verbose flag.
Thanks for the feedback! I've already applied this fix on our end — print() → print_verbose() for the connect/disconnect messages, exactly the same change your Claude made.
I just released v1.8.1 though, so this will be included in the next update. Sorry for the wait, but hang tight until then!
Godot log on start:
[MCP] Godot MCP Pro v1.6.0 started (ports 6505-6509)
but addon version is 1.8.0, I have replaced the server folder and rebuilt,
Is this normal that server version still in 1.6.0 ?
Thanks for you great work BTW.
Are there patch notes as to what changes when you update it?
Hi it's there
https://github.com/youichi-uda/godot-mcp-pro/blob/master/CHANGELOG.md
Killing it, dude. Got it last night and I've already had a lot of success. Thank you.
Isn't 163 tools too much? Antigravity (and some others) has a limit of 100 total. Even with --lite flag it's saying that maybe use ~50 per MCP server. It could have a heavy impact on the context, right?
I mean some tools could be merged to save the total count.
just starting to learn godot and a friend recommended this. bought it. hope it helps me haha
Nice work on this tool. I've been testing this with LM Studio and it's been fantastic! Anyone that enjoys making games should pick this up. Please , Please, continue to support it.
Thank you for the encouraging feedback! It's great to know you're enjoying it with LM Studio. We're fully committed to continuing support and development — comments like yours make all the difference. Happy game making! 🎮
the discord does not work anymore. invalid invite
Thank you for letting me know! My invitation code had expired. This time I made one that doesn't expire.
https://discord.gg/zJ2u5zNUBZ
Will it work in Linux?
Yes, it does! If anything comes up, feel free to reach out on Discord — happy to help!
does it work with claude code?
Yes!!
Is that a compiled windows binary inside? Could it be used on Mac?
No compiled binaries — it's all GDScript (Godot plugin) and TypeScript source (MCP server), so it should work cross-platform. That said, I've only tested on Windows so far.
If you're on Mac and willing to help verify compatibility, I'd be happy to give you a free copy in exchange for testing feedback. Just reach out:
- Discord: https://discord.gg/F4gR739y
- Email: abyo.software@gmail.com
Great to hear! Mac is now a supported platform.