Rekall MCP Tools for Godot

The native MCP toolset
for Godot Engine.

A Godot editor plugin that exposes real editor workflows through a loopback HTTP MCP endpoint. No Node bridge, no WebSocket relay, no external daemon.

Explore capabilities See verification
184
MCP Tools
C#
And GDScript
4.6.3
Validated Godot
0
Bridge Servers

Why it exists

Godot authoring tools, not just file edits.

Rekall gives MCP agents structured access to the editor: scenes, nodes, resources, scripts, input maps, runtime QA, and production systems such as physics, navigation, animation, audio, VFX, TileMaps, shaders, themes, export checks, and project analysis.

01

Native editor endpoint

The MCP server runs inside the Godot editor plugin and listens only on 127.0.0.1. Agents talk to the editor directly through Streamable HTTP.

02

C# workflows included

Script tools support GDScript and C# creation, attachment, checking, and compile validation. Candidate C# source can be staged temporarily for compile checks and restored afterward.

03

Black-box tested

The release workflow starts a headless editor, calls the MCP endpoint like a client, lists tools, exercises the surface, and writes machine-readable reports.

Capabilities

184 tools across real Godot workflows.

The tool count is not inflated by aliases. Each group maps to an editor job an agent needs when building or checking a Godot project.

G

Scenes, Nodes & Resources

Create, inspect, validate, save, launch, batch-create nodes, update transforms/properties, inspect resources, scan imports, and export scene recipes.

#

C# & GDScript

Create scripts, attach to nodes, open in editor, structurally check source, compile-check C# projects with dotnet or Godot Mono, and warn on assembly mismatches.

P

Physics & Collision

Author physics bodies, collision shapes, layers and masks, areas, joints, physics materials, raycasts, and collision validation reports.

N

Navigation

Create navigation regions, agents, and obstacles, configure agent parameters, preview paths, inspect nav nodes, and validate regions.

A

Animation

Create AnimationPlayers, clips, tracks, keys, AnimationTrees, state-machine stubs, parameter updates, and animation inspection reports.

S

Audio

Create 2D, 3D, and plain audio players, assign streams, inspect or create buses, configure spatial playback, and list bus effects.

V

VFX, Lights & Environment

Create particles, apply smoke/sparks/magic/rain presets, configure emission materials, create lights, and tune WorldEnvironment settings.

T

TileMap & TileSet

Create TileMaps, inspect layers and used cells, paint or erase rectangular regions, and summarize TileSet resources.

M

Shaders & Themes

Create ShaderMaterials, check shader code, set shader parameters, create Themes, set theme colors/constants, and inspect UI theme resources.

Q

Runtime QA

Install a runtime bridge, launch scenes externally, inspect running scene trees, capture screenshots, simulate input, and run node assertions or scenarios.

3D

Geometry, Mesh & Gen3D

Use Geometry2D, Geometry3D, ArrayMesh creation, debug visualization, mesh inspection, and Tripo3D prompt/image-to-GLB import workflows.

R

Export & Analysis

Inspect export presets, run readiness checks, scan script dependencies, find orphan scripts, inspect scene resource usage, and extract code symbols.

Setup

Three steps from install to agent control.

1

Install the addon

Copy addons/rekall_mcp into a Godot project, enable Rekall MCP in Project Settings, and open the Rekall dock.

2

Point your MCP client

Use http://127.0.0.1:30081/mcp. The health endpoint is /health.

3

Build and verify

Ask the agent to run editor_doctor, inspect toolsets, build scenes, check scripts, launch playtests, and read recent calls.

Verification

Tested like an MCP client, not just loaded in-editor.

The black-box harness starts a headless Godot editor, initializes MCP, calls tools/list, invokes every advertised tool, and writes a JSON report plus a human-readable summary.

Claude Code
OpenAI Codex
Cursor
OpenCode
Generic HTTP MCP
Local models with smaller profiles

Ready to let AI help build
your Godot project?

Use a native editor plugin, a verified 184-tool surface, and C# plus GDScript workflows built for real Godot authoring.

Start with setup