| name | godot-mcp-getting-started |
| description | Connect to and drive a Godot editor through the godot-mcp server. Use at the start of any Godot task via godot-mcp — it teaches the toolset-gating model (enable a toolset before its tools exist), the dry_run/confirm safety convention, and how to verify the bridge. Triggers on "use godot-mcp", "drive Godot", "control the Godot editor", "godot-mcp tools aren't showing up", "unknown tool from godot", "set up godot-mcp". |
godot-mcp: getting started
godot-mcp exposes the Godot editor (inspection, scene edits, scripts, runtime) over MCP. Tools are named godot_<toolset>_<action>. Read this once at the start of a Godot session — it prevents the two most common failures: missing tools and unconfirmed destructive edits.
1. Confirm the bridge is up
The server talks to a running Godot editor over a WebSocket bridge. If Godot isn't open with the addon enabled, every editor tool fails.
godot_health_check() # bridge connected? which URL?
godot_get_server_info() # toolsets, active scene, next_steps, common errors
If disconnected: open the godot/ project in Godot 4.4+, enable the plugin (Project Settings → Plugins → godot_mcp), and check the status dock.
2. Toolsets are gated — enable before you use
Only core (diagnostics/toolset management) and inspection (read-only reading) are on by default. Every other capability is hidden until you enable it. Calling a hidden tool returns ToolError: unknown tool — there is no fallback.
godot_list_toolsets() # what exists / what's enabled
godot_enable_toolset('scene_edit') # turn on what you need, then call its tools
Quick map: edit scenes → scene_edit · scripts → scripts · live play → runtime (+ input) · debug breakpoints → debugger (+ runtime) · physics → physics · autoloads/resources → resources_edit · export → export · many-node changes → batch.
3. The safety convention
- Read-only tools never mutate — no flags needed.
- Mutating tools accept
dry_run=True — they report what would change and do nothing. Preview when unsure.
- Destructive tools (delete/overwrite, e.g.
godot_scene_edit_delete_node) require confirm=True or they refuse; they also support dry_run.
4. Use the built-in workflow prompts
The server ships step-by-step recipes as MCP prompts (slash commands like /mcp__godot-mcp__build_scene): toolset_discovery, build_scene, play_test, script_edit, debug_scene, troubleshoot. Reach for them, or use the companion skills godot-mcp-build-a-scene and godot-mcp-playtest-and-debug.
When something fails
unknown tool → the toolset isn't enabled (step 2), or you mixed up a server-side tool with an editor tool.
PRECONDITION_FAILED → read required: active_scene (open a scene), confirm (add confirm=True), bridge_connected (step 1).
- Run
godot_get_server_info() first — its next_steps field usually names the fix.