Godot MCP Install Guide: Install via addons and Connect an AI IDE
Install open-source Godot MCP step by step—download from GitHub, add to project addons, enable Godot MCP Server, start the local bridge, and verify the connection in Cursor, Claude, Codex, or other MCP-capable AI IDEs.
- godot
- mcp
- cursor
- tutorial
- godot-mcp
- ai
What This Guide Covers
Follow these five steps to connect open-source Godot MCP to a local Godot project so Cursor (or another MCP-capable AI IDE) can operate, preview, and debug the editor—not just edit scripts on disk.
When you finish, you should be able to:
- Place the plugin in the project
addonsfolder and enable it - Start the local Godot MCP Server (default port 3000)
- Use one-click configure to register the server in Cursor and confirm the connection
Open-source repository: DaxianLee/godot-mcp
Prerequisites
| Item | Notes |
|---|---|
| Godot | Installed, with a project you can open |
| Plugin package | godot-mcp release or source ZIP from GitHub |
| AI IDE | Cursor recommended; other MCP clients also work |
| Local network | The MCP bridge usually runs on 127.0.0.1—do not expose the port publicly |
Step 1: Download Godot MCP
Download open-source Godot MCP from GitHub:
Repository: https://github.com/DaxianLee/godot-mcp
Suggested flow:
- Open the repo and use Code → Download ZIP, or grab the latest package from Releases
- Save the archive locally and prepare to extract it
- Confirm the package looks like a Godot plugin (an
addons-related folder, or a plugin folder you can drop intoaddons)
Step 2: Add Godot MCP to Your Project
- Extract the archive on your machine
- Move the extracted plugin folder into the
addonsdirectory at the Godot project root- If
addonsdoes not exist yet, create it first
- If
- Open (or reload) the project in Godot and confirm the plugin files appear in the FileSystem dock
Example project layout after import:

Step 3: Enable the Godot MCP Plugin
- Open Project → Project Settings (or the equivalent for your Godot version)
- Go to the Plugins tab
- Find Godot MCP Server (name may vary slightly in the UI)
- Enable it
After enabling, a Godot MCP entry should appear in a side or dock panel so you can set the port and start the server next.

Step 4: Start Godot MCP Server
- In the Godot editor right-hand panel, open the GodotMCP dock
- Review and adjust as needed:
- Port: default
3000 - Language: pick what matches your UI preference
- Startup: you can enable auto-start so the server comes up when you open the project
- Port: default
- Click Start
- When the panel shows Running (or the localized equivalent), Godot MCP Server is up
You now have a local MCP bridge. Next, hand it to your AI IDE.

Step 5: One-Click AI IDE Setup (Cursor Example)
- In the GodotMCP panel, open Tools
- Review the tools exposed by the server
- Enable only the capabilities you want the AI to use
- Open Configure
- Choose your IDE (for example Cursor)
- Click One-click configure
- Wait for a configuration successful message
- Open Cursor
- In the MCP / tools list you should see godot-mcp connected automatically
- If it does not appear, click Reload (or the equivalent MCP reload action) in Cursor and check again
Configuration and connection:

Quick verification after connecting
In Cursor, start with a read-only check, for example:
List the root nodes of the active Godot scene.
If the reply matches the editor Hierarchy, the bridge works. Then try a small write (create a temporary node and delete it) to confirm permissions and tool selection.
FAQ
I copied files into addons, but Godot MCP Server is missing from the plugin list?
Make sure the folder sits at addons/<plugin-name>/ and is not nested one extra unzip level. Reload the project or restart Godot.
I clicked Start but never see Running?
Confirm port 3000 (or your custom port) is free, then retry. Check that nothing is blocking localhost.
Cursor does not show godot-mcp?
In Godot, confirm the server is still Running, run one-click configure again, then reload MCP in Cursor. If it still fails, check that Cursor’s MCP config includes the local bridge address.
Auto-start is on, but I still have to start manually?
Some builds need one successful manual start first. Confirm the checkbox is saved, then reopen the same project and verify.
Next Steps
- Use natural language for a scene query or a small edit to learn the tool boundaries
- Commit before large changes; keep the bridge on localhost only
- For design-to-engine UI handoff, pair with VberAI AI Studio, then iterate in-editor with MCP
For more Godot + MCP background, see How we built a real-time MCP server for Godot.
Keep reading
More guides you might like
Automated Game Testing with an AI IDE + Engine MCP: A Practical Path
For Unity, Godot, and Cocos projects: use Cursor (or similar) with engine MCP for repeatable smoke checks, convention audits, and test scaffolding.
- game testing
- MCP
- AI IDE
- automation
Figma to Unity UI: From Design Frames to Prefabs with VberAI AI Studio
Turn Figma layouts into Unity UI hierarchy—import, natural-language edits, and prefab export in VberAI AI Studio, plus how Figma MCP and Unity MCP fit after handoff.
- figma-to-unity
- figma-to-code
- figma-ai
- figma-design
Unity Game Engine MCP Plugin: Boost Your Game Development Workflow
Walk through the VberAI Unity MCP Plugin demo: connect Unity to AI tools via MCP and drive GameObjects, scripts, and scenes with natural language.
- video
- tutorial
- unity
- mcp