wangdiandao

godot-devtool

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

# godot-devtool

License: MITVersionGodotMCPTypeScript

English | 中文

Buy me a coffee on Patreon if this project helps you. I am not very familiar with editing Patreon pages yet; thanks for your understanding.

godot-devtool is a Godot 4 MCP server for AI-assisted project inspection, editing, validation, and runtime automation. The stdio MCP server starts without binding the WebSocket bridge port; bridge tools open the local bridge on demand, keep it alive while run_project is active or a runtime client is connected, and otherwise release the port after tool-call cleanup.

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 scene mutations, scene save, 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.
  • The local WebSocket listener is a shared broker, so multiple MCP clients or AI agents can use the same bridge port instead of each spawning an exclusive listener.
  • Editor and runtime sessions are identified by projectPath, context, sessionId, and runId; ambiguous live targets return candidates instead of guessing.
  • run_project creates tracked run instances. Use list_run_instances, get_debug_output, stop_project, and stop_run_instance with runId when multiple game instances are active.
  • get_capabilities supports focused workflow filters such as project_setup, live_editor, runtime_test, multi_instance, and release_verify to keep assistant context small.
  • tools/list is router-only: it exposes only entry tools plus tool category metadata, with no cursor pagination or environment-variable mode switch. Load full tool input schemas through filtered get_capabilities calls.

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.

Codex And Claude Plugin Bundle

The repository is also packaged like an IDE plugin bundle for agentic coding tools:

  • plugin.json exposes the shared plugin metadata, agents/, and skills/.
  • .codex-plugin/plugin.json exposes Codex marketplace/interface metadata.
  • .claude-plugin/plugin.json exposes Claude Code plugin metadata.
  • agents/godot-dev.agent.md is the user-invocable godot-dev Agent. It routes work through skills/godot-devtool/SKILL.md and the focused workflow skills.

npm run build copies these manifests, the Agent, and all Skills into build/ so a release zip contains the MCP server plus the IDE-style guidance layer.

Install From Local Build

  1. Build from source, or extract a published release zip to a stable path. The release asset name for this version is godot-devtool-build-3.2.0.zip.

    Expand-Archive ".\godot-devtool-build-3.2.0.zip" "E:\godot-devtool" -Force
    
  2. Confirm the server entry exists:

    Test-Path "E:\godot-devtool\build\index.js"
    Test-Path "E:\godot-devtool\build\addons\godot_devtool\plugin.gd"
    
  3. 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"
          }
        }
      }
    }
    

    Codex Desktop uses TOML in config.toml:

    [mcp_servers.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" }
    
  4. Restart the MCP client and ask it to call:

    get_godot_version
    get_capabilities
    get_capabilities {"toolNames":["plugin_install","plugin_status","plugin_cleanup_port"],"includeSchemas":true}
    

GODOT_DEVTOOL_WS_PORT defaults to 8766. The stdio MCP server starts without opening that port. Bridge tools open it on demand; editor-only calls release it during cleanup, while a project launched through run_project or an already connected runtime client keeps the listener open so runtime commands do not depend on a one-call reconnect window. If another godot-devtool process already owns the same port, broker-aware calls can forward through that listener instead of killing it.

If another listener already holds the port while a bridge tool runs, use plugin_status and plugin_cleanup_port to inspect it. Only call plugin_cleanup_port with kill=true after confirming the listener is stale; switching ports creates a separate bridge and does not adopt editor clients connected to the old one.

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 for the lightweight tool catalog.
2. Confirm plugin_install, plugin_status, plugin_reload, and plugin_cleanup_port are available.
3. If you need input schemas, call get_capabilities with toolNames=["plugin_install","plugin_status","plugin_reload","plugin_cleanup_port"] and includeSchemas=true.
4. Call plugin_install with overwrite=true for the project path above.
5. Call plugin_status and summarize installed files, autoload registration, bridge mode, and WebSocket port.
6. Tell me exactly how to enable the plugin in Godot.
7. 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,先获取轻量工具目录。
2. 确认 plugin_install、plugin_status、plugin_reload、plugin_cleanup_port 可用。
3. 如果需要输入 schema,调用 get_capabilities,传入 toolNames=["plugin_install","plugin_status","plugin_reload","plugin_cleanup_port"] 和 includeSchemas=true。
4. 对上述项目路径调用 plugin_install,overwrite=true。
5. 调用 plugin_status,总结已安装文件、autoload 注册、bridge mode 和 WebSocket 端口。
6. 告诉我在 Godot 编辑器里如何启用插件。
7. 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. The MCP tools/list response is a context-budget-safe router surface: it exposes only get_capabilities, get_godot_version, and list_projects, plus _meta.toolCategories summaries for route groups, workflows, transports, and risk levels. It does not support cursor pagination and does not provide an environment-variable switch back to full-schema tools/list. The default get_capabilities call returns a lightweight catalog with routeGroup, transport, riskLevel, requiresEditor, requiresRuntime, and canonicalName when a tool is implemented through a shared capability. It does not include input schemas by default. To load full input schemas, narrow the request with workflow, routeGroup, transport, riskLevel, toolNames, or query, then set includeSchemas=true; unfiltered schema requests are rejected to keep the response small.

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, read/write Inspector properties, and add/delete/rename/move/duplicate nodes in the currently open scene without forcing an external disk reload. The GDT dock shows connection state, the active edited scene, current selection, live-edit availability, save mode, runtime session diagnostics, and the latest command result. 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 235 Tools

Project Tools (18)

Tool Description
add_autoload Exact-name compatibility route for add_autoload. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
export_project Run a controlled Godot export for a configured preset
get_autoload Exact-name compatibility route for get_autoload. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
remove_autoload Exact-name compatibility route for remove_autoload. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
add_audio_bus_effect Exact-name compatibility route for add_audio_bus_effect. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
add_audio_player Add audio player using the audio implementation.
add_scene_instance Exact-name compatibility route for add_scene_instance. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
analyze_scene_complexity Exact-name compatibility route for analyze_scene_complexity. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
analyze_signal_flow Exact-name compatibility route for analyze_signal_flow. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
disconnect_signal Disconnect signal using the signal implementation.
find_signal_connections Exact-name compatibility route for find_signal_connections. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_animation_info Get animation info using the animation implementation.
get_animation_tree_structure Exact-name compatibility route for get_animation_tree_structure. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_scene_dependencies Exact-name compatibility route for get_scene_dependencies. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
set_navigation_layers Exact-name compatibility route for set_navigation_layers. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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 Clear TileMap using the tilemap implementation.
tilemap_fill_rect Fill TileMap rect using the tilemap implementation.
tilemap_get_cell Get TileMap cell using the tilemap implementation.
tilemap_get_info Get TileMap info using the tilemap implementation.
tilemap_get_used_cells Get TileMap used cells using the tilemap implementation.
tilemap_set_cell Set TileMap cell using the tilemap implementation.

Node Tools (17)

Tool Description
add_node Add a node to an existing scene
delete_node Delete a non-root node from a Godot scene
find_node_references Exact-name compatibility route for find_node_references. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_node_groups Exact-name compatibility route for get_node_groups. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_node_properties Read selected properties from a node in a Godot scene
group List, add, or remove node groups
move_node Move node using the node_move implementation.
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 or reparenting it 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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
set_node_groups Exact-name compatibility route for set_node_groups. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
update_node_properties Update properties on a node in a Godot scene

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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
find_nodes_by_script Exact-name compatibility route for find_nodes_by_script. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
find_script_references Exact-name compatibility route for find_script_references. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_open_scripts Exact-name compatibility route for get_open_scripts. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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 (17)

Tool Description
editor_add_node Add a node to the currently open editor scene through UndoRedo without externally rewriting the scene file
editor_delete_node Delete a non-root node from the currently open editor scene through UndoRedo
editor_duplicate_node Duplicate a node in the currently open editor scene through UndoRedo
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_move_node Move or reparent a node in the currently open editor scene through UndoRedo
editor_rename_node Rename a node in the currently open editor scene through UndoRedo
editor_save_scene Save the currently open editor scene 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_cleanup_port Explicitly inspect and optionally stop stale godot-devtool WebSocket bridge listeners on a local port
plugin_dock_status Return machine-readable godot-devtool Dock labels, tooltips, status dots, buttons, visibility, and bridge diagnostics from the live editor
plugin_install Install the godot-devtool WebSocket editor/runtime plugin into a Godot project
plugin_reload Reload the godot-devtool editor plugin through the WebSocket bridge
plugin_status Read godot-devtool plugin installation status, WebSocket bridge configuration, connected clients, and occupied-port diagnostics
reload_plugin Exact-name compatibility route for reload_plugin. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.

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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
search_in_files Exact-name compatibility route for search_in_files. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.

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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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 (25)

Tool Description
apply_particle_preset Exact-name compatibility route for apply_particle_preset. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_particle_info Exact-name compatibility route for get_particle_info. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_shader_params Get shader params using the shader implementation.
get_theme_info Exact-name compatibility route for get_theme_info. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
set_particle_material Exact-name compatibility route for set_particle_material. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
set_shader_param Set shader param using the shader implementation.
set_theme_color Exact-name compatibility route for set_theme_color. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
set_theme_constant Exact-name compatibility route for set_theme_constant. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
set_theme_font_size Exact-name compatibility route for set_theme_font_size. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
set_theme_stylebox Exact-name compatibility route for set_theme_stylebox. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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 (30)

Tool Description
assert_node_state Exact-name compatibility route for assert_node_state. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
assert_screen_text Exact-name compatibility route for assert_screen_text. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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.
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.
compare_screenshots Exact-name compatibility route for compare_screenshots. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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.
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_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_editor_screenshot Exact-name compatibility route for get_editor_screenshot. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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_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_test_report Exact-name compatibility route for get_test_report. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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.
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_stress_test Exact-name compatibility route for run_stress_test. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
run_test_scenario Exact-name compatibility route for run_test_scenario. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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.
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.

Core Tools (39)

Tool Description
add_gridmap Exact-name compatibility route for add_gridmap. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
add_mesh_instance Exact-name compatibility route for add_mesh_instance. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
add_raycast Exact-name compatibility route for add_raycast. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
add_state_machine_state Exact-name compatibility route for add_state_machine_state. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
add_state_machine_transition Exact-name compatibility route for add_state_machine_transition. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
batch_get_properties Exact-name compatibility route for batch_get_properties. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
batch_set_property Exact-name compatibility route for batch_set_property. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
broker_cleanup_idle Stop the transient shared broker listener only when no clients, runs, or pending commands require it
broker_status Read the shared godot-devtool 3.0 WebSocket broker status, connected clients, pending commands, and leases
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
clear_debug_output Clear buffered output for the currently running Godot project
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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 a lightweight godot-devtool tool catalog by default, with optional filtered input schemas by route group, transport, risk level, tool name, or query
get_debug_output Get the current debug output and errors
get_editor_errors Exact-name compatibility route for get_editor_errors. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_editor_performance Exact-name compatibility route for get_editor_performance. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
get_godot_version Get the installed Godot version
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 Reuse an already connected Godot editor for a project, launch one only when no bridge is connected, and refuse to open a replacement editor when the configured bridge port is occupied by another listener
list_bridge_sessions List connected editor/runtime bridge sessions with sessionId, runId, project path, context, and last-seen time
list_run_instances List Godot game/editor run instances managed by this MCP server
load_sprite Load a sprite into a Sprite2D node
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
remove_state_machine_transition Exact-name compatibility route for remove_state_machine_transition. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
resolve_bridge_target Resolve the editor/runtime bridge target for a project and report ambiguity candidates without sending a command
set_anchor_preset Exact-name compatibility route for set_anchor_preset. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
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. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
setup_camera_3d Exact-name compatibility route for setup_camera_3d. Executes through its registered compatibility implementation and returns a structured error when required project, editor, or runtime state is unavailable.
stop_run_instance Stop one Godot run instance by runId

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. Request schemas only for the active workflow, route group, or exact tools; do not rely on tools/list for full schemas.

Verification

Static and package checks:

npx.cmd tsc --noEmit
npm.cmd run build
npm.cmd run verify:tools
npm.cmd run verify:gdscripts
npm.cmd run verify:visualizer
npm.cmd run verify:plugin

Full release checks require GODOT_PATH and a local Godot runtime:

npm.cmd run verify:runtime
npm.cmd run verify:process
npm.cmd run verify:security
npm.cmd run verify:all
npm.cmd run check:project -- "C:/path/to/your-godot-project"

After a development branch passes the required verification gates, merge it into main before treating the branch as complete.

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: inspect the owner with plugin_cleanup_port; stop only a verified stale listener, or deliberately set a matching alternate 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

Feed this SKILL.md to your AI assistant before asking it to operate on a Godot project. In clients that support file context, attach or reference the file directly; otherwise paste its contents into the chat and tell the AI to follow it when using the godot-devtool MCP server.

The skill maps common Godot operations to the correct MCP tools, teaches assistants to inspect project state first, use stdio/headless routes for repeatable edits, install/use the WebSocket plugin only when live editor or runtime state is required, and validate changes before finishing.

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