
# godot-mcp-bridge
**An AI that works *with* you in the Godot editor โ not instead of you.**
[](./LICENSE)
[](https://godotengine.org)
[](#-what-can-it-do)
[](https://github.com/TomasLucasUTN/godot-mcp-bridge/commits/main)
[](https://github.com/TomasLucasUTN/godot-mcp-bridge/stargazers)
Every Godot MCP server lets an AI drive the editor. **This one also tells the AI what
*you* just did** โ the scene you opened, the node you selected, the file you saved โ
so you can both work in the same project at the same time without stepping on each
other. Add a real step-debugger, scope-aware refactoring through Godot's language
server, live-tree edits that never clobber your unsaved work, and 231 tools that were
each verified against a running editor rather than just written.
Started as a fork of [tomyud1/godot-mcp](https://github.com/tomyud1/godot-mcp) (MIT
licensed) and has since diverged substantially โ see [`CHANGELOG.md`](./CHANGELOG.md).
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## ๐ฌ What you'd actually say to it
> *"The player falls through the floor sometimes. Set a breakpoint in
> `_physics_process` and tell me what `velocity` is when it happens."*
> *"Build me an enemy: CharacterBody2D, circle collider, sprite, patrol script,
> and put it in the `enemies` group."*
> *"Run the game, press jump, screenshot it, and tell me if the animation played."*
> *"Which of my resources aren't referenced by anything anymore?"*
> *"Export a Windows debug build and tell me when it's done."*
Under the hood that's a breakpoint hit read from a paused frame, a scaffolded scene
tree, a runtime input + screenshot loop, a dependency sweep, and an async headless
build โ but you don't have to know which tool does which.