# Start here if you use Claude Code, Codex or Cursor

Your agent already reads and writes your GDScript. Connected to Flockbay over MCP, it also runs the game, reads stdout and the debugger, sends input events, captures the viewport and edits scenes through the open Godot editor. Setup is one line or one prompt.

Source: https://flockbay.com/docs/claude-code-codex-and-cursor/ · Updated 2026-11-01

## What your agent gets from Flockbay

Claude Code, Codex and Cursor edit your scripts from a terminal or an editor. What they cannot do from there is play the game. Flockbay’s MCP server gives your agent the Godot your game runs on, with tools that:

| Your agent can | With |
| --- | --- |
| Run the game headless and read what Godot printed: stdout, GDScript parse errors with their file and line, and the exit code | `flockbay_run_headless` |
| Play the game, read its output and the debugger, and stop it | `flockbay_play`, `flockbay_last_run`, `flockbay_stop` |
| Send input events to the running game and read node properties back, waiting for a condition | `flockbay_game_input`, `flockbay_game_get` |
| Capture the game’s viewport or the editor | `flockbay_game_screenshot`, `flockbay_editor_screenshot` |
| Change scenes and nodes through the open Godot editor, each change one step of its undo history | `flockbay_node_add`, `flockbay_node_set`, `flockbay_scene_save` |
| Check every script, and build the game’s C# | `flockbay_script_errors` |

## Where its work shows

Work your agent does through Flockbay shows in the app, in a chat of its own named "Your agent", one step per tool call. Changes it makes through the editor are steps of Godot’s undo history, named for what they did, such as "Flockbay: Add Player". Your agent’s own file edits are its own: review them with Git, or in the Version control panel (Ctrl+Shift+G).

Flockbay never starts the game under you while you work, and your input wins: a key you press while your agent is sending input stops its input at once. [Connect your agent (MCP)](/docs/connect-your-own-agent/) has the rules in full.

## Connect it with a prompt

Paste this into Claude Code, Codex or Cursor in your game’s folder. Your agent connects Flockbay, reads the project, and changes nothing until you ask.

```
Connect Flockbay to this session. Flockbay is installed on this Windows computer and serves Godot tools over MCP.

1. I registered its MCP server with the line the Flockbay app wrote (Connectors › Connect your agent (MCP) › Copy). If it is not registered, ask me to paste that line in a terminal.
2. Check it: `claude mcp list` or `codex mcp list` lists flockbay. If flockbay is listed but the flockbay_status tool is its only tool, ask me to open the Flockbay app with this game and turn on Connect your agent (MCP), then start a new session.
3. Call flockbay_project_info and tell me in a few lines what this Godot project is: its main scene, its autoloads and the scripts that run the main loop.
4. Change nothing yet. Ask me what to work on.
```

## Or with one line

The Flockbay app writes the line for your agent: open Connectors, press Set up on Connect your agent (MCP), press Turn on, choose your agent and press Copy. Paste it in a terminal, then check it. Cursor, VS Code and every other client are in [Connect your agent (MCP)](/docs/connect-your-own-agent/).

```
claude mcp list
codex mcp list
```

## Skills and hooks

Under the setup line, the same dialog installs Flockbay’s skills into your agent, and for Claude Code and Cursor its hooks, and says what it writes before you press it. For Claude Code that is `%USERPROFILE%\.claude\skills` and three hooks (SessionStart, PostToolUse, Stop) in `%USERPROFILE%\.claude\settings.json`; for Cursor, `%USERPROFILE%\.cursor\skills` and two hooks in `%USERPROFILE%\.cursor\hooks.json`; for Codex, `%USERPROFILE%\.agents\skills`. Remove takes out only what Flockbay installed.

## When you build in Flockbay’s own chat

The app’s chat runs on your own Claude Code or ChatGPT account too, and works by your project’s AGENTS.md: [How Flockbay’s agent works](/docs/what-director-1-does/). These are its keys, from [Keyboard shortcuts](/docs/keyboard-shortcuts/):

| Key | What it does |
| --- | --- |
| Ctrl+Shift+P | Command palette |
| / | Commands at the start of a message: /model, /compact, /undo, /review |
| @ | Add context: the selected node, the Debugger, Output, a capture or a file |
| Ctrl+Shift+A | Build / Ask: Ask reads and changes nothing |
| Shift+Tab | Next permission mode, in the message box: Plan mode, Ask before edits, Edit automatically |
| Ctrl+O | Transcript view: Normal, Thinking or Verbose |
| Ctrl+Shift+R | Review changes |
| Ctrl+Shift+G | Version control |
| Ctrl+` | Open in Terminal at the game’s folder |
| Ctrl+/ | Model menu |

## Next

[Quickstart: your existing Godot project](/docs/quickstart-existing-project/) is four steps with your own project. The [MCP tool reference](/docs/mcp-tool-reference/) lists every tool with its arguments and real example calls. [Command line](/docs/command-line/) opens a game and turns the connection on from a script.

Related: [Connect your agent (MCP)](/docs/connect-your-own-agent/), [MCP tool reference](/docs/mcp-tool-reference/), [Quickstart: your existing Godot project](/docs/quickstart-existing-project/)
