Troubleshooting
Fixes for the most common setup snags.
Most issues come down to the editor not being open or the addon not being
enabled. Work down this list.
Early-build security warnings
Windows Authenticode signing and Apple Developer ID notarization are in
progress. Until those are complete, download the app only from the official
download page. Do not disable an operating-system security feature
just to install an early build.
Windows SmartScreen warning
The current Windows early build is not yet code-signed. Windows may
therefore show Unknown publisher or a Microsoft Defender SmartScreen
warning even when the installer came from us.
- Download the installer only from the official download page.
- For the ordinary SmartScreen prompt, review the publisher warning and use
More info → Run anyway only if you downloaded that exact file from this
site.
- Windows 11 Smart App Control can block an unsigned app without offering a
per-app bypass. Do not disable a security feature just to install the app;
wait for the signed build instead.
Public-trust signing is in progress. This notice will be removed when the
Windows release is signed.
macOS Gatekeeper warning
The current macOS early build is not yet signed with an Apple Developer ID or
notarized. Move the app from the .dmg into Applications before opening it.
If macOS blocks the launch:
1. Confirm the .dmg came from the official download page.
2. In Finder, Control-click Godot MCP Studio in Applications and choose
Open.
3. Review the macOS warning and choose Open only when the app name and
download source are correct.
If macOS does not offer an Open option, wait for the signed build. Do not run
commands that remove quarantine protection from the app. This notice will be
removed after Developer ID signing and notarization are complete.
The AI can't see my project
- Confirm the app has the right project selected (check the path under Advanced).
- Make sure you copied the app's generated MCP config, not the example from the
docs, and restarted your AI client after pasting it.
- Re-run Test connection in the app.
Live tools fail or say "not connected"
- Godot must be open with the addon enabled
(Project → Project Settings → Plugins).
- Running-game tools additionally need the game to be playing.
- If you just installed the addon, restart the Godot editor once.
Running-game tools stop responding
The per-play bridge is short-lived by design. If the game was closed and
reopened, ask the AI to reconnect (re-run the tool). Stale relays are dropped
automatically after a timeout.
Addon didn't install
- Ensure the project folder is writable.
- Check that
addons/godot_mcp_studio/was created. If not, re-run **Install
addon** and watch for a permissions prompt.
License won't activate
- Generate a fresh code from your account and copy it with no extra
spaces. Codes expire after 15 minutes and can only be used once.
- If you moved machines, deactivate the old device from the app first.
- Still stuck? See Licensing & activation.
Updates aren't applying
Updates apply on launch. Fully quit and reopen the app. Corporate networks that
block the update host can prevent this, so try another network once.
Still stuck?
Reach out to Coadite from the FAQ or your dashboard. Include your OS,
Godot version, and what the AI reported. It helps us fix it fast.