Beckett — MCP for Godot

Beckett — MCP for Godot

Zero-sidecar MCP server embedded directly in the Godot 4 editor as a GDScript EditorPlugin — no Node or Python sidecar. Reflection-driven tools over any engine class, validate-before-write GDScript, scene/script/resource authoring, and a runtime play-test loop (play, screenshot, input, assert).

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Beckett — MCP for Godot

Stop waiting for Godot.

CI Discord License: MIT Godot 4.2+ MCP Release Stars Last commit

Beckett is a zero-sidecar Model Context Protocol (MCP) server embedded directly in the Godot 4 editor as a GDScript EditorPlugin. AI agents (Claude and others) drive the editor over HTTP — no Node/Python bridge, no second process, no cloud.

This repository is the free, MIT-licensed Lite edition — the complete inspect → author → run dev loop (41 tools). The paid Full edition makes the AI play your game (screenshots, input, asserts) and adds a test runner, animation tools, background exports, and 36 knowledge packs — see What Full adds.

Lite: you play, the AI reads the logs. Full: the AI plays.

Demo

Watch Beckett drive Godot

Why

Existing Godot MCP servers either shell out to the CLI (can't play the game, screenshot, or inspect runtime) or run a Node/Python sidecar that relays to a thin in-editor addon. This one makes the addon itself the MCP server, and exposes reflection-generic tools that work on any class via ClassDB — instead of hundreds of hand-coded per-domain wrappers (an anti-pattern: LLMs degrade past ~40 tools).

Highlights

  • Zero-sidecar — TCPServer HTTP/JSON-RPC server polled on the editor main thread. No marshalling, nothing extra to install beyond the addon.
  • Reflection-first + discovery — find_classes / describe_class / find_methods make the whole engine surface searchable; describe_object / set_property / call_method then drive any Node / Resource / Object. Reaches TileMap, GPUParticles, AnimationTree, NavMesh, shaders… with no per-domain code.
  • GDScript dev-loop with validate-before-write — write_script / script_patch parse the code first and refuse to write what doesn't compile (closing the #1 AI-on-Godot failure: hallucinated GDScript). Godot's edge over UE: reload needs no compile step.
  • Undoable authoring — every scene/node mutation goes through EditorUndoRedoManager (atomic + undoable); batch_execute rolls a whole batch back on failure.
  • One-step install — enabling the plugin auto-starts the server and writes .mcp.json, so claude/Cursor connects with zero hand-editing (no Node.js to install — the competitor needs it just to try).
  • Security — localhost-only with Origin validation (anti DNS-rebind) + optional bearer token; read-only / allowlist / confirm-destructive gates; auto-start is opt-out (beckett/autostart=false).
  • Run + read-the-logs loop — play_scene → wait_until → logs_read → fix: launch the game and tail its output and errors while you play. (Full closes the loop autonomously — the AI itself sees and drives the running game.) Plus MCP Resources + Prompts.
  • Dock panel — status, one-click Start/Stop, copy-client-config, and an AI-effort slider (1–3 in Lite) that caps how many tools are advertised: cheaper model context when you only need a slice. Applies live, no reconnect — the server pushes notifications/tools/list_changed over its SSE stream and list-changed-aware clients (Claude Code, Cursor, …) re-fetch on the spot.
  • Responsive even unfocused — while MCP traffic is active the server clamps the editor's low-processor sleep, so calls stay fast when you're focused on the terminal instead of the editor (the usual agent setup).
  • Spec-current MCP — protocol version negotiation, tool annotations (readOnlyHint/destructiveHint/openWorldHint) on every tool, and structuredContent (2025-06-18) alongside text results. An audit ring (audit://recent) records the last 200 tool calls — see everything the AI did.

Tools (41) · Resources (6) · Prompts (5)

Fewer tools, on purpose — that's the moat, not a limitation. Most Godot MCPs hand-code one tool per task (create_sprite, add_collision, make_timer…) — hundreds that still miss classes and flood the model's context (LLMs measurably degrade past ~40 tools). Beckett's are reflection-generic: describe_class / set_property / call_method drive any of Godot's 1000+ classes through ClassDB — TileMap, GPUParticles, AnimationTree, shaders, your own class_name — with no per-domain code. Don't count tools, count coverage: a smaller, sharper toolset that reaches the whole engine beats a hundred narrow wrappers that don't.

The free Lite edition — the complete inspect → author → run loop:

  • Reflection / discovery: get_godot_version, find_classes, describe_class, find_methods, describe_object, set_property, call_method, get_scene_tree
  • Scene authoring (undoable): create_node, delete_node, rename_node, reparent_node, duplicate_node, move_node, instance_scene, save_scene, open_scene
  • GDScript dev-loop: validate_script, write_script, script_patch, read_script, attach_script
  • Signals: connect_signal, disconnect_signal, list_signals
  • Resource assets: create_resource, set_resource
  • Files / project: read_file, write_file, list_dir, search_files, get_project_setting, set_project_setting
  • Run + logs loop: play_scene, stop_scene, get_play_state, wait_until, logs_read
  • Project / authoring helpers: get_project_statistics, apply_template, batch_execute
  • MCP Resources: scene://tree, scene://selection, project://settings, assets://list, log://output, audit://recent
  • MCP Prompts: inspect_node, audit_scene, setup_2d_player, fix_script_errors, build_test_fix, make_game

What Full adds

The Full edition is the same core plus a premium layer that makes the AI the playtester — it sees the screen, presses the buttons, and verifies the result:

  • The AI plays: screenshot, get_remote_tree, simulate_input, UI clicks in 2D + 3D (click_control / click_node3d / click_world), scroll / drag, find_nodes, live game_logs with stack traces, record_input / replay_input.
  • The AI verifies: assert_node_state, assert_screen_text, compare_screenshots, plus the in-editor test runner (test_run).
  • Author + ship: animation_manage (keys / tracks / presets), scatter_nodes (Scene-Paint mass placement), background export_project + job_status, project-wide analysis (find_unused_resources, detect_circular_dependencies), and the Godot Asset Store / Library browser-installer (asset_lib_search / asset_lib_info / asset_lib_install).
  • 36 skill knowledge packs (list_skills / load_skill): gdscript, particles, animation, ui, physics, multiplayer, and more — so reflection reaches each domain with no per-domain tools.

Full is a one-time purchase with lifetime updates: https://beckettlabs.itch.io/beckett-godot-mcp

Use

  1. Copy addons/beckett/ into your Godot 4.4+ project (verified on 4.4.1, 4.6.2 & 4.7) and enable Beckett — MCP for Godot in Project → Project Settings → Plugins.
  2. Done — enabling the plugin auto-starts the server and writes .mcp.json. (Opt out: beckett/autostart=false, beckett/auto_write_client_config=false. Other options: BECKETT_PORT default 8770, BECKETT_TOKEN, BECKETT_READONLY=1, BECKETT_ALLOWLIST, BECKETT_CONFIRM_DESTRUCTIVE=1. Panel has Start/Stop.)
  3. Connect your client. For Claude Code, just run claude in the project — the auto-written .mcp.json wires it up (/mcp → beckett). For Cursor/others, point at http://127.0.0.1:8770/mcp (Streamable HTTP) or use the panel's Set up … buttons. See INSTALL.md.

Status

This is the free, MIT-licensed Lite edition — the inspect + author + run core: reflection/discovery, scene & script authoring, signals, resource create/assign, files & project settings, the play → wait → logs_read dev loop, and Resources + Prompts + dock panel. 41 tools. Built and verified live on Godot 4.4.1, 4.6.2 and 4.7 (headless editor + a real HTTP MCP client).

The Full edition adds the agent-driven play-test layer (screenshots, input injection, UI clicks, assertions, the test runner, animation_manage), background export jobs, and the bundled skill packs — it can see and drive the running game.

License

Lite edition — MIT (this repository). Free and open-source: use it, fork it, ship it. See LICENSE.

The Full edition (the agent-driven play-test layer, background export jobs, and the skill packs) is a separate commercial product — one-time purchase with lifetime updates.


Beckett is a third-party tool, not affiliated with or endorsed by the Godot Foundation. "Godot" is a trademark of the Godot Foundation.

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