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Tighten README: clear install steps, collapse details, extract dev docs
Move development setup, testing, and PR workflow into
docs/CONTRIBUTING.md. Simplify install instructions with concrete
git clone + cp commands. Collapse tools, resources, and manual config
into <details> sections.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Connect MCP clients directly to a live Godot editor.
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**Connect MCP clients directly to a live Godot editor.** Godot AI bridges AI assistants (Claude Code, Codex, Antigravity, etc.) with your Godot Editor via the [Model Context Protocol](https://modelcontextprotocol.io/introduction). Inspect scenes, create nodes, search project data, run tests, and read structured editor resources — all from a prompt.
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Godot AI exposes the Godot editor over MCP so tools like Claude Code and other HTTP-capable MCP clients can inspect scenes, search project data, create nodes, run tests, and read structured editor resources from a real project.
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> **Status:** early, usable, and still expanding.
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> **Status:** early, usable, and still expanding. The current build already supports scene and project inspection, node creation, in-editor test execution, multi-session routing, client configuration, and MCP resources.
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*Independent community project, not affiliated with the [Godot Foundation](https://godot.foundation). Godot Engine is [MIT-licensed](https://godotengine.org/license).*
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*This is an independent community project, not affiliated with or endorsed by the [Godot Foundation](https://godot.foundation). Godot Engine is a free and open-source project under the [MIT license](https://godotengine.org/license).*
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## What It Does
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- Bridges a running Godot editor to MCP over HTTP.
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- Exposes editor state, scene data, selection, project settings, logs, and sessions as tools and resources.
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- Lets an MCP client create nodes and inspect the project without custom per-client glue.
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- Runs GDScript test suites inside the connected editor and returns structured results.
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- Supports multiple connected Godot sessions with explicit active-session routing.
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---
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## Quick Start
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### Prerequisites
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- Godot `4.3+` (`4.4+` recommended)
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-[uv](https://docs.astral.sh/uv/)for user installs
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- An MCP client that can connect to an HTTP MCP server
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-[uv](https://docs.astral.sh/uv/)(used to install the Python server)
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- An MCP client ([Claude Code](https://docs.anthropic.com/en/docs/claude-code) | [Codex](https://openai.com/index/codex/) | [Antigravity](https://www.antigravity.dev/))
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### 1. Install the plugin
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Copy `plugin/addons/godot_ai/` into your Godot project's `addons/` folder.
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### 2. Enable the plugin
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In Godot, open **Project > Project Settings > Plugins** and enable **Godot AI**.
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When enabled, the plugin will:
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Clone the repo (or [download the zip](https://github.com/hi-godot/godot-ai/archive/refs/heads/main.zip)) and copy the plugin into your Godot project:
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- start or reuse the shared MCP server
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- connect the editor to the server over WebSocket
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- show connection state, client configuration, and logs in the Godot AI dock
|`9500`| WebSocket link between Godot and the Python server |
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|`8000`| HTTP MCP endpoint for clients (`/mcp`) |
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</details>
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## How It Works
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<details>
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<summary><strong>How It Works</strong></summary>
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```text
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MCP Client
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| HTTP MCP
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| HTTP (/mcp)
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v
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Python Server (FastMCP)
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| WebSocket
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Python Server (FastMCP) port 8000
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| WebSocket port 9500
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v
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Godot Editor Plugin
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| EditorInterface + SceneTree APIs
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v
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Godot Editor
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```
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The Godot plugin is the bridge to the live editor. It starts or reuses the Python server, connects over WebSocket, and exposes editor capabilities as MCP tools and resources over HTTP.
For Godot-side coverage, use the `run_tests` MCP tool against the sample project or a connected editor session.
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## Contributing
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The plugin starts or reuses the Python server, connects over WebSocket, and exposes editor capabilities as MCP tools and resources over HTTP.
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- Work on feature branches off `main`.
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- Keep Python tests and lint clean before opening a PR.
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- Add tests for new behavior where practical, including Godot-side tests when the change crosses the plugin boundary.
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</details>
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```bash
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git checkout -b feature/my-feature
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source .venv/bin/activate
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pytest -v
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ruff check src/ tests/
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git push -u origin feature/my-feature
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gh pr create
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```
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<details>
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<summary><strong>Contributing</strong></summary>
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## Visual Roadmap
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See [CONTRIBUTING.md](docs/CONTRIBUTING.md) for development setup, testing, and PR guidelines.
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The current README is still light on visuals. A prioritized asset punch list lives in [docs/readme-visual-punchlist.md](docs/readme-visual-punchlist.md).
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</details>
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## License
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---
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A repository license file has not been added yet.
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**License:**A repository license file has not been added yet. | **Issues:**[GitHub](https://github.com/hi-godot/godot-ai/issues)
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