Godette

Godette

An MCP server for Godot game development that provides 45 tools for reading, analyzing, and editing projects. It enables users to manage scene trees, navigate GDScript symbols, and interact with the Godot runtime for debugging and state capture.

Category
访问服务器

README

Godette

MCP server for Godot game development. Provides 45 tools for reading, analyzing, and editing Godot projects through the Model Context Protocol.

Features

  • Scene tools — traverse scene trees, find nodes by type/group/script, trace signal chains, query dependencies
  • Scene editing — add/remove nodes, connect/disconnect signals, manage groups, modify properties
  • Symbol tools — find and navigate GDScript symbols with LSP when available, regex parser as fallback
  • Symbol editing — replace function bodies, insert before/after symbols with hash-verified safety
  • Resource tools — find resources by type, inspect properties, trace cross-project references
  • File tools — Godot-enriched file reads (parsed symbols for .gd, scene structure for .tscn)
  • Runtime tools — run/stop scenes, capture game state, take screenshots, read console output (requires editor plugin)
  • Memory tools — persistent key-value memory for project context across sessions

Prerequisites

  • Node.js >= 20
  • A Godot 4.x project
  • (Optional) Godot editor running for LSP support
  • (Optional) GDScript editor plugin for runtime tools

Installation

npm install godette

Or run directly:

npx godette

Usage

As an MCP server

Add to your MCP client configuration (e.g. Claude Desktop):

{
  "mcpServers": {
    "godette": {
      "command": "npx",
      "args": ["godette"],
      "env": {
        "GODOT_PROJECT": "/path/to/your/godot/project"
      }
    }
  }
}

The server auto-detects the Godot project root from the working directory or GODOT_PROJECT env var.

As a library

import { parseTscn, parseGdScript, UnifiedIndex, EventBus } from "godette";

// Parse a scene file
const scene = parseTscn(tscnSource, "/path/to/scene.tscn");
console.log(scene.rootType, scene.nodes.size);

// Parse a GDScript file
const script = parseGdScript(gdSource, "/path/to/script.gd");
console.log(script.className, script.functions.length);

Architecture

MCP Client (stdio)
    |
GodetteMcpServer
    |-- EventBus (typed async events)
    |-- ProjectDetector (finds project.godot)
    |-- FileWatcher (recursive fs.watch)
    |-- UnifiedIndex
    |     |-- SceneIndex
    |     |-- ScriptIndex
    |     |-- ResourceIndex
    |     |-- SignalGraph
    |     |-- GroupIndex / NodeTypeIndex
    |     '-- AutoloadIndex
    |-- ToolRegistry (45 tools, 8 categories)
    |-- Middleware (logging, timing, error handling)
    |-- LspClient (JSON-RPC, port 6005)
    '-- PluginClient (NDJSON, port 6006)

Key design decisions:

  • Parsers are pure functions with no side effects
  • Types are pure interfaces, barrel-exported from src/index.ts
  • UnifiedIndex uses lazy recomputation via DirtyTracker
  • TSCN parser is two-pass: tokenizer -> block parsers -> assembler
  • Serializer preserves raw formatting for unmodified blocks

Available Tools (45)

File (7)

read_file list_dir find_file replace_content create_file delete_lines insert_at_line

Scene (8)

get_scene_tree find_node find_signal_connections find_group_members get_scene_dependencies trace_signal_chain find_scene_instances get_node_properties

Scene Edit (8)

add_node remove_node modify_node_property connect_signal disconnect_signal add_to_group remove_from_group create_scene

Symbol (4)

find_symbol find_references get_symbols_overview rename_symbol

Symbol Edit (3)

replace_symbol_body insert_after_symbol insert_before_symbol

Resource (4)

find_resource get_resource_properties get_resource_references find_resources_of_type

Project (5)

get_project_settings get_input_map get_layer_names get_autoloads list_project_structure

Runtime (8)

run_project stop_project capture_state get_runtime_state get_signal_log screenshot get_console_output get_live_scene_tree

Memory (5)

read_memory write_memory search_memories list_memories delete_memory

Development

npm install          # Install dependencies
npm run build        # Compile TypeScript
npm test             # Run tests (vitest)
npm run test:watch   # Tests in watch mode
npm run lint         # ESLint
npm run format       # Prettier
npm run check        # Full CI check (typecheck + lint + test)

License

MIT

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