# Reported issues for Godot MCP Runtime

Pod holds 7 of 7 problems reported by people outside the maintainer team. Issues filed by the project's own owners, members and collaborators are excluded entirely — a maintainer's release checklist is not a warning to a prospective user.

Back to [Godot MCP Runtime](/mcp/godot-mcp-runtime).

## Most discussed

### take_screenshot hangs/times out indefinitely in background mode on macOS (Metal)

**Environment**
- macOS (Apple Silicon M4, Metal 3.2, Forward+ renderer)
- Godot 4.7 stable
- godot-mcp-runtime v3.2.1

**Bug**
`take_screenshot` frequently times out when the project was started with `background: true`. The screenshot succeeds ~immediately after moving the window back on-screen. We have not verified behavior on other platforms (we only have this macOS machine); based on the reporter's experience we *suspect* it is rare or non-existent on Windows/Linux, but that is unverified.

[Read the thread](https://github.com/Erodenn/godot-mcp-runtime/issues/24) · 2026-08-04 · closed · external user · 4 comments

### Can't figure out how to "run project", always "User declined run_project. The project was not launched"

I'm running latest desktop version of Claude Windows Desktop App (version 1.20186.1)
Trying to use Claude Code, of course.

<img width="337" height="57" alt="Image" src="https://github.com/user-attachments/assets/1de54507-a8ec-42a5-afe4-eb61d4ed171b" />

Every time my agent tries "run project", I always get:

User declined run_project. The project was not launched.
Possible solutions:
- Retry run_project once you intend to launch the project

My MCP settings for this project are:

<img width="79

[Read the thread](https://github.com/Erodenn/godot-mcp-runtime/issues/23) · 2026-07-11 · closed · external user · 5 comments

### [Bug] MCP Error -32600 when calling tools that return structured content (take_screenshot / get_debug_output)

Hi, I'm back with more reports:
I've run simple tests to get various local LLM apps working with Godot and the amazing MCP Runtime, but I keep encountering a similar error.
My goal is a fully local setup, and it seems I am almost there.

I am currently using Gemma-4 31B for assistance. It is an extremely powerful model with excellent vision and reasoning; I've already built several HTML/JS games quickly with it, though not yet in Godot because of the errors I can't progress...

Since I am not a 

[Read the thread](https://github.com/Erodenn/godot-mcp-runtime/issues/18) · 2026-05-20 · closed · external user · 3 comments

### Bug: Infinite loop and MCP bridge crash when Godot 4 project lacks a main_scene

### Description:
When starting a fresh Godot 4 project that doesn't have a defined main_scene in project.godot, the MCP bridge enters an unrecoverable infinite loop.

---

### Steps to Reproduce:
1. Initialize a blank Godot 4 project (without setting a Main Scene).
2. Ask the LLM (via Cody/LM Studio) to perform an action using Godot MCP tools (e.g., update a node or structure a scene).
3. The MCP bridge attempts to launch the Godot editor/process in the background to communicate with it.

---

#

[Read the thread](https://github.com/Erodenn/godot-mcp-runtime/issues/17) · 2026-05-17 · closed · external user · 3 comments

### Bug: `run_project` ignores configured custom Godot path and defaults to C:\Program Files

Hi! First of all, I want to mention that I don't understand the inner workings of MCP or backend coding myself, so I used Gemini AI to help me gather the technical details and write this up, hoping it will help you pinpoint the issue!

Thank you for this amazing plugin. It has huge potential for vibe coding with Godot!

I found a critical bug where the MCP server enters an infinite loop when trying to read/write files or run the project on a setup with a custom Godot path.

---

### The Problem:

[Read the thread](https://github.com/Erodenn/godot-mcp-runtime/issues/15) · 2026-05-16 · closed · external user · 8 comments

### Headless runs

This looks fantastic, thanks for sharing!

I have a question: Do you know if there's a way for the MCP to be able to run the game in headless mode while still be able to take viewport screenshots? My worry is that, since the project runs un-isolated, it pops up actual game window(s) which means the human using the machine might trigger inputs by accident, mouse position is also affected even if the game window is unfocused.

In general I'm trying to think how this could work in the background, w

[Read the thread](https://github.com/Erodenn/godot-mcp-runtime/issues/3) · 2026-03-23 · closed · external user · 2 comments

### Security: TCP server on port 7777 binds to all interfaces (0.0.0.0), allowing remote access

## Summary

The `mcp_runtime_autoload.gd` addon starts a TCP server on port 7777 that binds to **all network interfaces** by default, allowing anyone on the network (or internet, if on a VPS/cloud server) to connect with zero authentication.

## Details

In `addons/godot_mcp_runtime/mcp_runtime_autoload.gd`, line 62:

```gdscript
var error = _server.listen(_port)
```

Godot's `TCPServer.listen()` defaults to `*` (all interfaces) when no bind address is specified. This exposes the server to the n

[Read the thread](https://github.com/Erodenn/godot-mcp-runtime/issues/2) · 2026-03-19 · closed · external user · 1 comment

## Most recent

The remaining reports are on [the project's issue tracker](https://github.com/Erodenn/godot-mcp-runtime/issues).
