godot-devtool

mcp
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SUMMARY

Godot 4 MCP server for AI-assisted project inspection, editing, validation, and runtime automation.

README.md

# godot-devtool

License: MIT
Version
Godot
MCP
TypeScript

English | 中文

godot-devtool is a Godot 4 MCP server for AI-assisted project inspection, editing, validation, and runtime automation. Version 2.6.0 adds a local Browser visualizer for WebSocket bridge status, connected editor/runtime clients, and live-route guidance.

Architecture

MCP client
  -> node build/index.js over stdio
  -> native/headless Godot tools
  -> optional ws://127.0.0.1:8766 bridge
  -> addons/godot_devtool editor plugin
  -> runtime autoload bridge
  • The MCP server always runs over stdio.
  • Native routes inspect and edit project files without opening the editor.
  • Headless routes call Godot for scene/resource/script operations.
  • Editor routes use the bundled WebSocket plugin for live selection, Inspector writes, UndoRedo, and plugin reload.
  • Runtime routes use the installed autoload bridge for running-game scene tree, properties, input simulation, screenshots, and QA checks.
  • Browser visualizer routes serve a local read-only HTTP dashboard for bridge/client status and live-route orientation.

Requirements

  • Node.js 18 or newer.
  • Godot 4.x. Set GODOT_PATH unless godot is already on PATH.
  • An MCP client such as Codex, Claude Code, Cursor, Cline, Roo Code, VS Code Copilot, or another client that can launch stdio MCP servers.
  • A Godot project containing project.godot.

Install From Release Zip

  1. Download the release build:

    godot-devtool-build-2.6.0.zip

  2. Extract it to a stable path, for example:

    Expand-Archive ".\godot-devtool-build-2.6.0.zip" "E:\godot-devtool" -Force
    
  3. Confirm the server entry exists:

    Test-Path "E:\godot-devtool\build\index.js"
    Test-Path "E:\godot-devtool\build\addons\godot_devtool\plugin.gd"
    
  4. Add this MCP server to your client configuration:

    {
      "mcpServers": {
        "godot-devtool": {
          "command": "node",
          "args": ["E:/godot-devtool/build/index.js"],
          "env": {
            "GODOT_PATH": "D:/Program Files/Godot/Godot_v4.x.exe",
            "GODOT_DEVTOOL_WS_PORT": "8766"
          }
        }
      }
    }
    
  5. Restart the MCP client and ask it to call:

    get_godot_version
    get_capabilities
    

GODOT_DEVTOOL_WS_PORT defaults to 8766. Change it only if that port is already in use.

Build From Source

git clone https://github.com/wangdiandao/godot-devtool.git
cd godot-devtool
npm install
npm run build

Use build/index.js as the MCP server entry. The bundled Godot addon is copied into build/addons/godot_devtool during npm run build.

Install The Godot Plugin

The plugin is included in the release/build package. It still must be installed into each Godot project that needs live editor or runtime routes.

  1. Start your MCP client with godot-devtool configured.

  2. Ask the AI or call the tool directly:

    plugin_install
    

    Arguments:

    {
      "projectPath": "E:/my-godot-project",
      "overwrite": true,
      "websocketPort": 8766
    }
    
  3. Open the Godot project.

  4. Enable the plugin:

    Project > Project Settings > Plugins > godot-devtool > Enable
    
  5. Check installation and connection:

    plugin_status
    

For runtime routes, plugin_install also registers:

autoload/DevtoolRuntime = *res://addons/godot_devtool/runtime_bridge.gd

Run the project from Godot before using runtime_ws tools. The editor plugin connects while the editor is open; the runtime bridge connects while the game is running.

Ask AI To Install It

After adding the MCP server to your client, you can paste this prompt into the AI assistant:

Use the godot-devtool MCP server to install and verify the Godot plugin for my project.

Project path: "E:/my-godot-project"
WebSocket port: 8766

Steps:
1. Call get_godot_version and get_capabilities.
2. Confirm plugin_install, plugin_status, and plugin_reload are available.
3. Call plugin_install with overwrite=true for the project path above.
4. Call plugin_status and summarize installed files, autoload registration, bridge mode, and WebSocket port.
5. Tell me exactly how to enable the plugin in Godot.
6. If runtime routes are needed, tell me to run the project and then verify runtime bridge status.
Do not edit unrelated files.

Chinese prompt:

请使用 `godot-devtool` MCP server 帮我安装并验收 Godot 插件。

项目路径: "E:/my-godot-project"
WebSocket 端口: 8766

步骤:
1. 调用 get_godot_version 和 get_capabilities。
2. 确认 plugin_install、plugin_status、plugin_reload 可用。
3. 对上述项目路径调用 plugin_install,overwrite=true。
4. 调用 plugin_status,总结已安装文件、autoload 注册、bridge mode 和 WebSocket 端口。
5. 告诉我在 Godot 编辑器里如何启用插件。
6. 如果需要 runtime 路由,提醒我运行项目后再验证 runtime bridge 状态。
不要修改无关文件。

What It Can Do

Use get_capabilities as the source of truth. Every tool reports routeGroup, transport, riskLevel, requiresEditor, requiresRuntime, and canonicalName when a tool is implemented through a shared capability.

Core project tools inspect project.godot, list projects, read and update project settings with dry-run support, configure InputMap actions with native Godot syntax, run the project, stop the current run, export configured presets, update Godot 4.4+ UIDs, and run release-friendly project checks. Scene and node tools create/open/save scenes, inspect scene trees, add/delete/rename/duplicate/move nodes, update properties with structured Variant values, manage groups, inspect dependencies, and apply cross-scene edits.

Script, filesystem, and resource tools index GDScript files, read/write scripts, create and attach scripts, run syntax checks, read/write/list/search/delete project files, load/save resources, build dependency graphs, inspect export presets, and preview resource content. Visual workflow tools cover shaders, materials, particles, UI themes/templates, physics bodies and collision layers, navigation regions/agents/meshes, lighting/environment setup, TileMap edits, animation tracks/keyframes, and AnimationTree state machine operations.

Editor tools install and verify the bundled godot-devtool plugin, reload it through the WebSocket bridge, read the live editor selection, select nodes, perform UndoRedo, and read/write Inspector properties. Runtime tools work while the game is running: they can read the live scene tree and node properties, set runtime properties, capture screenshots/frames, simulate input actions, inspect UI text/buttons, wait for nodes, navigate agents, monitor properties, record/replay interactions, and run QA-style assertions and stress checks.

Browser visualizer tools start, inspect, and stop a local read-only dashboard. Use browser_visualizer_start to open a http://127.0.0.1:<port>/ page that refreshes bridge status, connected editor/runtime clients, pending command count, and the existing screenshot/scene/input route names to call from the MCP client.

The table below is generated from the actual tool definitions so the README stays aligned with the MCP server.

All 220 Tools

Project Tools (18)

Tool Description
add_autoload Exact-name compatibility route for add_autoload. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
export_project Run a controlled Godot export for a configured preset
get_autoload Exact-name compatibility route for get_autoload. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_input_actions Get input actions using the project_input_action implementation.
get_project_info Retrieve metadata about a Godot project
get_project_statistics Get project statistics using the get_project_info implementation.
list_projects List Godot projects in a directory
project_get_settings Read Godot project.godot settings by section or section/key list
project_input_action List or update project InputMap actions in project.godot
project_set_setting Update Godot project.godot settings with dry-run preview and audit logging
reload_project Exact-name compatibility route for reload_project. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
remove_autoload Exact-name compatibility route for remove_autoload. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
run_project Run the Godot project and capture output
run_project_checks Run stable project checks for CI, review, and release workflows
set_input_action Set input action using the project_input_action implementation.
stop_project Stop the currently running Godot project
uid_to_project_path Exact-name compatibility route for uid_to_project_path. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
update_project_uids Update UID references in a Godot project by resaving resources (for Godot 4.4+)

Scene Tools (51)

Tool Description
add_animation_track Add animation track using the animation implementation.
add_audio_bus Exact-name compatibility route for add_audio_bus. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
add_audio_bus_effect Exact-name compatibility route for add_audio_bus_effect. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
add_audio_player Add audio player using the audio implementation.
add_scene_instance Exact-name compatibility route for add_scene_instance. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
analyze_scene_complexity Exact-name compatibility route for analyze_scene_complexity. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
analyze_signal_flow Exact-name compatibility route for analyze_signal_flow. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
animation Create, inspect, remove, and edit AnimationPlayer tracks and keyframes
animation_state_machine Create, inspect, and configure AnimationTree state machines
audio Create and list AudioStreamPlayer nodes with basic playback configuration
bake_navigation_mesh Bake navigation mesh using the navigation implementation.
connect_signal Connect signal using the signal implementation.
create_animation Create animation using the animation implementation.
create_animation_tree Create animation tree using the animation_state_machine implementation.
create_scene Create a new Godot scene file
cross_scene_set_property Exact-name compatibility route for cross_scene_set_property. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
disconnect_signal Disconnect signal using the signal implementation.
find_signal_connections Exact-name compatibility route for find_signal_connections. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_animation_info Get animation info using the animation implementation.
get_animation_tree_structure Exact-name compatibility route for get_animation_tree_structure. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_audio_bus_layout Get audio bus layout using the audio implementation.
get_audio_info Get audio info using the audio implementation.
get_collision_info Get collision info using the physics implementation.
get_navigation_info Get navigation info using the navigation implementation.
get_physics_layers Exact-name compatibility route for get_physics_layers. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_scene_dependencies Exact-name compatibility route for get_scene_dependencies. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_scene_tree Return the node tree for a Godot scene
get_signals Get signals using the signal implementation.
list_animations List animations using the animation implementation.
navigation Create, inspect, configure, bake, query, and debug NavigationRegion and NavigationAgent nodes
physics Create, inspect, configure, template, and analyze physics bodies, areas, collision layers, and shapes
remove_animation Remove animation using the animation implementation.
save_scene Save changes to a scene file
scene_get_current Return the current scene tracked by this MCP session, if one was opened
scene_open Open a scene in the MCP session using headless/file-based scene access
set_animation_keyframe Set animation keyframe using the animation implementation.
set_audio_bus Exact-name compatibility route for set_audio_bus. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_navigation_layers Exact-name compatibility route for set_navigation_layers. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_physics_layers Set physics layers using the physics implementation.
setup_collision Set up collision using the physics implementation.
setup_navigation_agent Set up navigation agent using the navigation implementation.
setup_navigation_region Set up navigation region using the navigation implementation.
setup_physics_body Set up physics body using the physics implementation.
signal List, connect, or disconnect node signals in a scene
tilemap Create, list, and edit TileMapLayer or legacy TileMap nodes
tilemap_clear Exact-name compatibility route for tilemap_clear. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
tilemap_fill_rect Update fill rect using the tilemap implementation.
tilemap_get_cell Exact-name compatibility route for tilemap_get_cell. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
tilemap_get_info Update get info using the tilemap implementation.
tilemap_get_used_cells Exact-name compatibility route for tilemap_get_used_cells. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
tilemap_set_cell Update set cell using the tilemap implementation.

Node Tools (18)

Tool Description
add_node Add a node to an existing scene
delete_node Delete a non-root node from a Godot scene
find_nearby_nodes Runtime WebSocket compatibility route. Executes find_nearby_nodes through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
find_node_references Exact-name compatibility route for find_node_references. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
find_nodes_by_type Find nodes by type using the node_find implementation.
find_nodes_in_group Exact-name compatibility route for find_nodes_in_group. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_node_groups Exact-name compatibility route for get_node_groups. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_node_properties Read selected properties from a node in a Godot scene
group List, add, or remove node groups
node_duplicate Duplicate a node in a Godot scene
node_find Find nodes in a scene by name, type, or path substring
node_get Get node information from a Godot scene
node_move Move a node by setting its position in a Godot scene
rename_node Rename a node in a Godot scene
set_blend_tree_node Exact-name compatibility route for set_blend_tree_node. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_node_groups Exact-name compatibility route for set_node_groups. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
update_node_properties Update properties on a node in a Godot scene
wait_for_node Runtime WebSocket compatibility route. Executes wait_for_node through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.

Script Tools (11)

Tool Description
analyze_script_references Analyze a GDScript file for class, functions, exports, node paths, and resource references
check_gdscript_syntax Run Godot --check-only against a GDScript file and return diagnostics
edit_script Edit script using the script_write implementation.
execute_editor_script Exact-name compatibility route for execute_editor_script. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
find_nodes_by_script Exact-name compatibility route for find_nodes_by_script. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
find_script_references Exact-name compatibility route for find_script_references. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_open_scripts Exact-name compatibility route for get_open_scripts. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_script_index Return GDScript files with class, base class, exported variables, and functions
script_attach Attach a GDScript resource to a node in a scene
script_create Create a GDScript file inside a Godot project
script_write Write full GDScript content with overwrite protection

Editor Tools (9)

Tool Description
editor_get_selection Return the current editor selection when a live editor bridge is available
editor_inspector_get_properties Read Inspector properties from the selected or addressed node through the live editor bridge
editor_inspector_set_properties Write Inspector properties on the selected or addressed node through the live editor bridge
editor_select_node Select a node in the live Godot editor when an editor bridge is available
editor_undo_redo Perform undo or redo in the live Godot editor when an editor bridge is available
plugin_install Install the godot-devtool v2 WebSocket editor/runtime plugin into a Godot project
plugin_reload Reload the godot-devtool v2 editor plugin through the WebSocket bridge
plugin_status Read godot-devtool v2 plugin installation status and WebSocket bridge configuration
reload_plugin Exact-name compatibility route for reload_plugin. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.

Filesystem Tools (11)

Tool Description
delete_scene Delete scene using the filesystem_delete implementation.
filesystem_delete Delete a project-local file or directory with explicit confirmation
filesystem_list List files and directories inside a Godot project
filesystem_preview_delete Preview a project-local delete operation without deleting files
filesystem_read Read a UTF-8 text file inside a Godot project
filesystem_write Write a UTF-8 text file inside a Godot project
get_filesystem_tree Get filesystem tree using the filesystem_list implementation.
get_scene_file_content Get scene file content using the filesystem_read implementation.
read_script_file Read a GDScript file from a Godot project
search_files Exact-name compatibility route for search_files. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
search_in_files Exact-name compatibility route for search_in_files. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.

Resource Tools (16)

Tool Description
add_resource Add resource using the resource_create implementation.
check_export_presets Inspect Godot export presets and report pre-export issues
edit_resource Edit resource using the resource_save implementation.
export_matrix Summarize export targets, platform families, signing/template status, and CI steps
export_mesh_library Export a scene as a MeshLibrary resource
find_unused_resources Find unused resources using the resource_dependency_graph implementation.
get_export_info Get export info using the export_matrix implementation.
get_export_presets Read configured Godot export presets
get_resource_index Return a categorized resource index for a Godot project
get_resource_preview Exact-name compatibility route for get_resource_preview. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_uid Get the UID for a specific file in a Godot project (for Godot 4.4+)
resource_create Create a simple structured Godot resource file
resource_dependency_graph Build a resource dependency graph and identify orphan resources
resource_load Load a text-based Godot resource from the project
resource_save Save text-based Godot resource content with overwrite protection
update_export_preset Update fields or options for a configured Godot export preset

Visual Tools (26)

Tool Description
apply_particle_preset Exact-name compatibility route for apply_particle_preset. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
assign_shader_material Assign shader material using the material implementation.
create_particles Create particles using the particle implementation.
create_shader Create shader using the shader implementation.
create_theme Create theme using the ui implementation.
edit_shader Exact-name compatibility route for edit_shader. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
find_ui_elements Runtime WebSocket compatibility route. Executes find_ui_elements through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
get_particle_info Exact-name compatibility route for get_particle_info. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_shader_params Get shader params using the shader implementation.
get_theme_info Exact-name compatibility route for get_theme_info. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
lighting Create and list basic Godot light and environment nodes
material Create, read, update, and apply Godot material resources
particle Create and list basic Godot particle emitter nodes
read_shader Read shader using the shader implementation.
set_material_3d Set material 3d using the material implementation.
set_particle_color_gradient Exact-name compatibility route for set_particle_color_gradient. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_particle_material Exact-name compatibility route for set_particle_material. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_shader_param Set shader param using the shader implementation.
set_theme_color Exact-name compatibility route for set_theme_color. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_theme_constant Exact-name compatibility route for set_theme_constant. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_theme_font_size Exact-name compatibility route for set_theme_font_size. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_theme_stylebox Exact-name compatibility route for set_theme_stylebox. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
setup_environment Set up environment using the lighting implementation.
setup_lighting Set up lighting using the lighting implementation.
shader Create, read, inspect, and configure ShaderMaterial parameters
ui Create Control nodes, reusable UI templates, themes, and automatic signal wiring

Runtime Tools (20)

Tool Description
assert_node_state Exact-name compatibility route for assert_node_state. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
assert_screen_text Exact-name compatibility route for assert_screen_text. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
compare_screenshots Exact-name compatibility route for compare_screenshots. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
create_workflow_test_scene Create a small Godot scene for validating MCP scene/script/check workflows
execute_game_script Runtime WebSocket compatibility route. Executes execute_game_script through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
get_editor_screenshot Exact-name compatibility route for get_editor_screenshot. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_game_node_properties Runtime WebSocket compatibility route. Executes get_game_node_properties through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
get_game_scene_tree Runtime WebSocket compatibility route. Executes get_game_scene_tree through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
get_game_screenshot Runtime WebSocket compatibility route. Executes get_game_screenshot through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
get_test_report Exact-name compatibility route for get_test_report. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
replay_recording Runtime WebSocket compatibility route. Executes replay_recording through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
run_test_scenario Exact-name compatibility route for run_test_scenario. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_game_node_property Runtime WebSocket compatibility route. Executes set_game_node_property through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
simulate_action Runtime WebSocket compatibility route. Executes simulate_action through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
simulate_key Runtime WebSocket compatibility route. Executes simulate_key through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
simulate_mouse_click Runtime WebSocket compatibility route. Executes simulate_mouse_click through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
simulate_mouse_move Runtime WebSocket compatibility route. Executes simulate_mouse_move through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
simulate_sequence Runtime WebSocket compatibility route. Executes simulate_sequence through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
start_recording Runtime WebSocket compatibility route. Executes start_recording through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
stop_recording Runtime WebSocket compatibility route. Executes stop_recording through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.

Core Tools (40)

Tool Description
add_gridmap Exact-name compatibility route for add_gridmap. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
add_mesh_instance Exact-name compatibility route for add_mesh_instance. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
add_raycast Exact-name compatibility route for add_raycast. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
add_state_machine_state Exact-name compatibility route for add_state_machine_state. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
add_state_machine_transition Exact-name compatibility route for add_state_machine_transition. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
batch_get_properties Exact-name compatibility route for batch_get_properties. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
batch_set_property Exact-name compatibility route for batch_set_property. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
browser_visualizer_start Start a local read-only browser dashboard for Godot editor/runtime bridge status and live-route guidance
browser_visualizer_status Read the local Browser visualizer URL, project filter, and connected editor/runtime bridge clients
browser_visualizer_stop Stop the local Browser visualizer HTTP dashboard
capture_frames Runtime WebSocket compatibility route. Executes capture_frames through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
clear_debug_output Clear buffered output for the currently running Godot project
click_button_by_text Runtime WebSocket compatibility route. Executes click_button_by_text through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
create_gameplay_prototype Create a high-level block-based gameplay prototype scaffold in a Godot project
detect_circular_dependencies Exact-name compatibility route for detect_circular_dependencies. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
generate_ci_snippet Generate GitHub Actions or GitLab CI snippets for Godot headless checks, export preflight, release export, and artifact archiving
geometry Create and list basic 2D geometry/debug drawing nodes
get_audit_log Read godot-devtool project audit log entries
get_audit_replay Summarize godot-devtool audit log entries into replay steps, counters, and risk highlights
get_capabilities Return supported godot-devtool MCP tools, run modes, risk levels, bridge requirements, and input schemas
get_debug_output Get the current debug output and errors
get_editor_errors Exact-name compatibility route for get_editor_errors. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_editor_performance Exact-name compatibility route for get_editor_performance. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
get_godot_version Get the installed Godot version
get_performance_monitors Runtime WebSocket compatibility route. Executes get_performance_monitors through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
get_rollback_suggestions Return honest rollback guidance for an operation, audit entry, or changed paths
get_safety_policy Read the project-local godot-devtool safety policy and default enforcement state
launch_editor Launch Godot editor for a specific project
load_sprite Load a sprite into a Sprite2D node
monitor_properties Runtime WebSocket compatibility route. Executes monitor_properties through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
move_to Runtime WebSocket compatibility route. Executes move_to through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
navigate_to Runtime WebSocket compatibility route. Executes navigate_to through the running Godot runtime bridge and returns a failed receipt when DevtoolRuntime is not connected.
preview_write_safety Preview safety policy and diff summary metadata for proposed writes or deletes
remove_state_machine_state Exact-name compatibility route for remove_state_machine_state. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
remove_state_machine_transition Exact-name compatibility route for remove_state_machine_transition. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
run_stress_test Exact-name compatibility route for run_stress_test. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_anchor_preset Exact-name compatibility route for set_anchor_preset. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
set_safety_policy Configure project write allowlists and blocked paths in .godot-devtool/safety.json
set_tree_parameter Exact-name compatibility route for set_tree_parameter. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.
setup_camera_3d Exact-name compatibility route for setup_camera_3d. Uses native, headless Godot, editor bridge, or runtime bridge support when that execution path is available.

Which Route Should I Use?

  • Use native routes for project inspection, file edits, settings, indexes, safety policy, and dependency checks.
  • Use headless_godot routes when Godot must load or mutate scenes/resources/scripts correctly.
  • Use editor_ws only when the current open editor state matters.
  • Use runtime_ws only after the game is running and you need live game state, input, screenshots, or QA assertions.
  • Use get_capabilities before automating unfamiliar workflows.

Verification

Static and package checks:

npm.cmd run build
npm.cmd run verify:tools
npm.cmd run verify:gdscripts
npm.cmd run verify:plugin
npm.cmd run verify:all

Godot-backed checks require GODOT_PATH:

npm.cmd run verify:runtime
npm.cmd run check:project -- "E:/test"

Troubleshooting

  • get_godot_version fails: set GODOT_PATH to the exact Godot executable.
  • plugin_status says not installed: run plugin_install for the correct project path.
  • Editor routes time out: open the project in Godot and enable the plugin.
  • Runtime routes time out: run the game so the DevtoolRuntime autoload can connect.
  • Port conflict: change GODOT_DEVTOOL_WS_PORT and reinstall with the same websocketPort.
  • MCP client cannot start the server: confirm node is available and build/index.js exists.

Skill

Agent operating guidance is bundled at:

skills/godot-devtool/SKILL.md

The skill teaches assistants to inspect project state first, choose the right route group, install/use the WebSocket plugin only when live editor or runtime state is required, and validate changes before finishing.

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