godot-mcp

mcp
Guvenlik Denetimi
Basarisiz
Health Uyari
  • License — License: MIT
  • Description — Repository has a description
  • Active repo — Last push 0 days ago
  • Low visibility — Only 7 GitHub stars
Code Basarisiz
  • rm -rf — Recursive force deletion command in .github/actions/godot-build/action.yml
Permissions Gecti
  • Permissions — No dangerous permissions requested

Bu listing icin henuz AI raporu yok.

SUMMARY

Client-neutral Godot editor and runtime automation via MCP. Windows x64 portable release, 83 tools, animation authoring, and easy setup.

README.md

Godot MCP

Built-in Godot editor and runtime automation for compatible AI coding agents.
One standard Model Context Protocol (MCP) bridge, independent of any agent brand.

Release
Windows x64
MIT license

Download

Get Godot MCP 0.3.0 for Windows x64
· Quick start · Verification and support scope

The portable ZIP contains everything needed to connect an agent to this editor:

Included Details
Godot editor Custom Godot 4.8-dev, with built-in MCP and a console companion.
MCP bridge 83 tools; bundled Node.js and locked production dependencies.
Windows exports Matching x64 debug/release templates and console companions, preinstalled.
Easy setup Double-click setup and connection-check launchers; no separate npm install or compilation.
Release evidence Source/file manifest, SHA-256 checksums, and the passing verification report.

This is a custom development build, not an official stable Godot release.
Back up projects first. Binaries are unsigned. Only Windows x64 binaries and
templates are provided; other platforms are not release-verified.

Start in five steps

  1. Download the ZIP and extract it into a permanent writable folder.
  2. Open your game project in the bundle's Godot.exe.
  3. Enable Editor Settings > Network > Godot MCP.
  4. Run Setup.cmd to choose your agent, or Setup-OpenCode.cmd for OpenCode.
  5. Refresh/reopen the agent, then run Check-Connection.cmd.

Setup supports Codex, OpenCode, Hermes, Antigravity, Claude Code, and Claude
Desktop
configurations. It backs up existing files and preserves unrelated
settings. Standard MCP stdio also works with other compatible clients through
manual configuration export. Application-specific compatibility is not a claim
that every agent version has been tested.

Read the quick start for upgrades, project selection,
troubleshooting, and safe removal. The editor must stay open while tools are used.

What agents can do

  • Scenes and resources: inspect nodes, create/edit scenes and resources,
    connect signals, import assets, and apply guarded multi-operation scene patches.
  • Scripts: inspect editor buffers, validate GDScript, reload safely, and use
    bounded language queries without silently discarding unsaved work.
  • Animation authoring: inspect and edit libraries, clips, all track/key
    types, nested AnimationTree graphs, state machines, blend spaces, and filters.
  • Animation playback: inspect and control owned debug runs through all 16
    animation actions, including transitions, one-shots, typed parameters, and
    root motion.
  • Runtime debugging: inspect owned game runs, read/write properties, call
    methods, pause/step/resume, inject input, capture viewports, and read diagnostics.

Graph/animation patches use scene-version guards, local resource copies, dry
runs, and one undo action. Saving is explicit. Ordinary non-@tool AnimationTree
controller scripts and exported values are preserved; unsafe editor-executing
scripts and custom scripted AnimationNodes remain restricted.

flowchart LR
    Agent[Compatible MCP client] <-->|stdio| Bridge[Node.js MCP bridge]
    Bridge <-->|localhost JSON-RPC| Editor[Godot MCP editor]
    Editor <-->|owned debug session| Runtime[Game runtime]

The editor endpoint binds to localhost. Its internal TCP port is not an HTTP
MCP URL. Agents can change projects: review changes and use version control.
Cancellation/timeouts stop waiting, not necessarily an already-dispatched edit.
Release exports do not expose the debug-only MCP runtime integration.

Verified release

The 0.3.0 package passed all 11 release gates, covering dependency auditing,
bridge tests, native regressions, packaged setup/discovery, real editor
restart/reconnect and moved-bundle checks, animation/protocol/runtime/settings
workflows, and Windows exports.

  • 90 native MCP tests / 2,234 assertions, plus 3 UndoRedo tests / 51 assertions.
  • 89 default bridge tests passed; the optional editor workflows were run through
    the separate isolated release checks, not inferred from skipped tests.
  • Actual Windows debug/release exports and all four standalone main/console runs.
  • No reported dependency vulnerabilities; archive CRCs, inventory and entry
    hashes checked before upload.

The downloadable release is pinned to godot-mcp-v0.3.0, source commit
e36894e167. master may include subsequent documentation updates. See the
attached verification report and MCP_STATUS.md for exact evidence
and limits; these checks do not certify every GPU driver, renderer, extension or
game project.

Source and documentation

Area Reference
User setup and troubleshooting Quick start · Bridge guide
Tool contracts Automation tools · Animation tools
Architecture Design and safety
Native editor integration editor/debugger/godot_mcp
Runtime integration scene/debugger/godot_mcp_runtime_debugger.cpp
Standard MCP bridge and setup misc/godot_mcp_bridge
Build, tests and packaging Reproduction guide
Current verification and boundaries Release status

For source development, build the bridge with npm ci, npm run build, and
npm test inside misc/godot_mcp_bridge. Native editor/template builds require
the Godot build toolchain; use the reproduction guide rather than the portable
user setup instructions.

Upgrading from the old OpenCode-only fork

The maintained implementation is now godot_mcp / godot_mcp_bridge, with editor
settings under network/godot_mcp. Register the new godot connection and disable
the legacy godot-opencode registration separately. Do not run both bridges.

Support and contributions

Report an MCP/setup bug
· Request an MCP feature
· Contribute

Include the release, editor and client versions and a small reproduction.
Remove credentials and private paths from diagnostics; never attach session.json
or a complete client configuration. Engine problems that also reproduce in an
official Godot build belong in the upstream engine tracker.

Upstream and license

This project is a fork of Godot Engine, the free and
open-source 2D/3D engine. It is not an official Godot distribution. Godot and the
MCP integration use the MIT license; bundled third-party terms
remain in COPYRIGHT.txt and the release notices.

Upstream source ·
Official Godot documentation ·
Godot contributors · Contributing

Yorumlar (0)

Sonuc bulunamadi