Godot Vibe OS
Give an AI agent the same concrete context you have in the Godot editor: the edited scene, selected nodes, resource graph, ClassDB, import state, and actual 2D/3D viewport.
Godot Vibe OS combines an authenticated localhost editor addon, a focused MCP server, a source-backed Godot project map, the gvibe CLI, and the Foundry desktop app. It is a separate Godot-native product—not a renamed Unity bridge.
Set up a project
Requirements: Godot 4.7.1, Node 20+, and pnpm 10. Godot 4.7.1 is the version this addon is source-audited and integration-tested against.
node /absolute/path/to/wazzicode-godot/bootstrap.mjs /absolute/path/to/MyGodotGame
The bootstrap builds the workspace, installs and enables addons/godot_vibe_os, creates .godot-vibe/, builds the project map, and writes the project's .mcp.json. Existing AGENTS.md, CLAUDE.md, and MCP entries are preserved.
Then open the project in Godot and restart your MCP client from the project directory. The addon writes authenticated discovery state under .godot/godot-vibe-os/; the bridge only binds to 127.0.0.1.
node /absolute/path/to/wazzicode-godot/apps/cli/bin/gvibe doctor \
--project=/absolute/path/to/MyGodotGame
What the agent can do
The 34 godot_* tools are deliberately smaller and more Godot-specific than the source product's tool catalog:
- Orient once with live project, scenes, selection, import, play, git, and relevant project-map state.
- Inspect bounded Node trees and exact NodePaths; create, delete, reparent, instantiate, set properties, open, and save through editor APIs and UndoRedo.
- Query ResourceLoader dependencies before moving or changing a resource.
- Query the editor's real ClassDB before writing unfamiliar Godot APIs.
- Read, hash, search, create, and atomically edit GDScript and other Godot text resources with SHA preconditions.
- Capture the real 2D or 3D editor viewport as multimodal image content.
- Run or stop the current, main, or a custom scene.
- Verify with a real headless import plus
--check-onlyfor every GDScript. The result explicitly says tests are not configured; import is never mislabeled as a test suite. - Query a maintained map of project settings, autoloads, input actions, addons, scenes, resources, shaders, GDScript classes, signals, exports, functions, preloads, and relationships.
Start a task with:
Call godot_orient with my request as `task`. Inspect first. Use godot_reflect before unfamiliar APIs. Make the change through dedicated scene or file tools, then run godot_verify and report its exact verdict.
CLI
gvibe setup
gvibe init
gvibe install-addon [--source=<addon-directory>]
gvibe brain [--ensure]
gvibe doctor [--json]
gvibe mcp-config [--write] [--target=codex]
gvibe lock | unlock
gvibe restore [snapshot-id]
gvibe serve
Project state lives under .godot-vibe/; Godot's per-machine discovery remains under ignored .godot/ state.
Repository
godot/addons/godot_vibe_os/ Godot 4 editor addon and authenticated bridge
packages/core/ protocol, schemas, errors, envelopes
packages/bridge-client/ discovery-aware authenticated HTTP client
packages/mcp-server/ 34 tools, prompts, resources, mock bridge
packages/project-brain/ Godot scanner, parser, entity graph, queries
packages/safety/ per-target gates, snapshots, action log
apps/cli/ gvibe setup and diagnostics
apps/desktop/ Foundry for Godot desktop app
tests/godot/ real enabled-addon Godot integration fixture
Verification
pnpm install --frozen-lockfile
pnpm typecheck
pnpm test
pnpm build
pnpm test:godot
pnpm --filter @gvibe/desktop test
cd apps/desktop/src-tauri && cargo test
The installed standard Godot build verifies the GDScript addon. C# project compilation requires a Godot .NET editor and is reported as unverified when that editor is unavailable. Headless mode cannot render editor viewports; the addon returns CAPTURE_UNAVAILABLE instead of fabricating an image.