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Live editing & the running game

Edit the open scene and inspect the game while it runs.

This is what sets Godot MCP Studio apart: your AI doesn't just edit files on disk, it can work with the live editor and even the game while it's playing.

Live editor tools

With Godot open and the addon enabled, live tools connect to the editor over a local, token-secured WebSocket. Your AI can read the real scene tree, inspect node properties as they actually are, and make edits to the currently open scene that show up instantly in the editor. Edits go through Godot's own undo system, so Ctrl+Z works exactly as you'd expect.

The running game

When you play your scene, Godot MCP Studio injects a small runtime service into the game. Through it, your AI can, while the game runs (running-game tools are part of Pro):

  • Read the live scene tree and node properties.
  • Change properties and call methods on live nodes.
  • Simulate input: key presses, actions, mouse.
  • Test hover effects: see which button or menu item is under the cursor, and move your real mouse pointer there when a hover needs it.
  • Find UI that is pushed off screen or out of its panel with game_find_layout_overflow, along with what caused it and how to fix it.
  • Capture in-game screenshots.
  • Read performance (FPS, frame time) and control time scale or pause.

This makes "play the game, see what's wrong, fix it" an actual loop the AI can run. Scripts your AI just created, renamed or deleted are picked up before the game starts, so a new class is ready when the game runs.

How the handoff is secured

Each play session gets its own short-lived token. The editor addon acts as a multiplexer: it relays game_* requests to the running game and relays results back, and it drops relays that go stale. Nothing listens on a public port; everything is loopback only, and every message is authenticated.

Requirements

Live tools need the editor open with the addon enabled, and for running-game tools, the game actually playing. If Godot isn't connected, your AI checks why and tells you how to fix it. See Troubleshooting.