Godot Agent Loop

Godot Agent Loop

Enables AI agents to autonomously develop and test Godot 4 games through an MCP-based feedback loop, providing tools for authoring, running, observing, playtesting, and verifying game projects.

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Godot Agent Loop

Build it. Play it. Prove it.

An evidence-first MCP automation loop for Godot 4.

MCP Server Made with Godot TypeScript MIT License

Other integrations give agents tools. Godot Agent Loop gives them a tested feedback loop to author, run, observe, playtest, and independently verify Godot games.

Watch the 65-second cold-agent proof

Watch the 65-second proof · Read the exact run evidence · Inspect the resulting project

<!-- generated-coverage-badge:start --> E2E tools: 167/167 <!-- generated-coverage-badge:end -->

Start the loop

claude mcp add godot-agent-loop -- npx -y @beremaran/godot-agent-loop@1.0.0

Then point the agent at a project directory—or an empty directory—and describe the playable result. The server teaches and supports this loop:

author → validate → run → observe → playtest → verify → refine

The compact default surface exposes 39 tools for that loop. godot_tools searches, describes, and dispatches the specialized catalog only when needed. Runtime and editor bridges are installed transiently and cleaned up automatically.

Proof before claims

  • 167/167 tools exercised through the complete MCP-to-Godot path.
  • 358 public actions traced to resolving tests.
  • 201 full-path MCP E2E tests in the current Godot 4.7 release candidate.
  • 81.56% smaller default schema surface, with all specialized tools still available through godot_tools.
  • A cold agent built and independently verified a playable win/lose game with zero human corrections in 391.795 seconds using 103 MCP calls and no built-in tools; see the launch evidence and deterministic acceptance record.
  • Privileged reflection, code execution, and networking groups are denied by default, and the editor provides a human Pause Agent control.

Support is deliberately bounded: Godot 4.4 is the compatibility floor and 4.7 the primary target; editor UI/rendering depth is verified on Linux, while Windows and macOS receive the documented portable acceptance path. Full debugger automation, native extension builds, and unbounded engine control are not claimed.

Release 1.0

Godot Agent Loop 1.0 turns the inherited tool server into one coherent product for agent-driven game development:

  • .NET / C# support - Scaffold C# projects and generate C# scripts (create_project with dotnet: true, create_csharp_script); the .csproj SDK version is matched to your installed Godot.
  • GDScript diagnostics - Validate scripts for syntax and type errors without running the game (validate_script, and validate_scripts for all git-changed or project-wide files).
  • Progressive tool discovery - A compact default build/run/observe surface keeps selection tractable. Use godot_tools to search, describe, and call any specialized tool on demand; set GODOT_MCP_TOOL_SURFACE=full for the complete static catalog.
  • Correctness and robustness fixes across the headless scene operations and the runtime interaction server (resource-typed properties now persist, reparenting works, runtime commands are correlated by request id, and the tools survive projects with warnings-as-errors). Godot 4.7 is recommended; Godot 4.4 remains the tested compatibility floor.

Runtime Code Execution

  • game_eval - Execute arbitrary GDScript code in the running game with return values
  • Full await support for async GDScript code
  • Works even when the game is paused (PROCESS_MODE_ALWAYS)

Editor state and undo/redo

  • editor_control - Inspect the edited scene and selection, open/save/reload scenes, and apply reversible property or node-name edits through EditorUndoRedoManager. launch_editor installs the authenticated bridge for the lifetime of the MCP-owned editor session. Its Agent Activity dock shows each command's target, live outcome, and duration from the same correlated lifecycle events used by server diagnostics. Successful session writes also push a FileSystem rescan and reload the affected open scene, so the editor reflects agent-authored files without waiting for a focus change. When an operation identifies a scene node, the bridge selects and reveals it in the editor so the human view follows the agent's current target. The dock's Pause Agent button gives the human a cooperative editing lock: subsequent mutating tools are refused before dispatch while inspection remains available; Resume Agent returns control. The lock defaults to agent-driving and does not affect unattended use when no editor is open.

Runtime Node Inspection & Manipulation

  • game_get_property / game_set_property - Read/write any property on any node by path
  • game_call_method - Call any method on any node with arguments
  • game_get_node_info - Full node introspection: properties, signals, methods, children
  • game_instantiate_scene - Dynamically add scenes to the running game
  • game_remove_node - Remove nodes at runtime
  • game_change_scene - Switch scenes at runtime
  • game_reparent_node - Move nodes between parents

Signal System

  • game_connect_signal - Wire up signal connections at runtime
  • game_disconnect_signal - Remove signal connections
  • game_emit_signal - Emit signals with arguments

Animation & Tweening

  • game_play_animation - Control AnimationPlayer (play, stop, pause, list)
  • game_tween_property - Smooth property animation with configurable easing

Game Control & Debugging

  • game_pause - Pause/unpause the game
  • game_performance - FPS, frame time, memory, object counts, draw calls, bounded profiler sessions, and live orphan-node diagnostics
  • game_wait - Wait N frames (timing-sensitive operations)
  • game_get_nodes_in_group - Query nodes by group
  • game_find_nodes_by_class - Find all nodes of a specific class

Scene Authoring Operations (No Running Game Needed)

  • read_scene - Parse any .tscn file and get full node tree with properties as JSON
  • modify_scene_node - Change node properties in scene files
  • remove_scene_node - Remove nodes from scene files
  • attach_script - Attach GDScript files to nodes in scenes
  • create_resource - Create .tres resource files (materials, themes, etc.)

Project Management

  • read_project_settings - Parse project.godot as structured JSON
  • modify_project_settings - Change project settings programmatically
  • list_project_files - Paginate project files with extension/subdirectory filters
  • run_project_tests - Discover or run native, GUT, and GdUnit4 tests with structured results
  • manage_import_pipeline - Inspect/change import metadata, synchronously reimport, and trace imported files
  • analyze_project_integrity - Find dependency/integrity defects and preview rename impact without mutation
  • verify_export_readiness - Validate templates/presets, export, inspect artifacts, and smoke-run supported builds
  • verify_dotnet_project - Detect managed prerequisites, restore/build, report diagnostics, and run C# projects
  • manage_addon - Install and manage hash-pinned local EditorPlugins with rollback and reload validation

File I/O

  • read_file / write_file / delete_file - Full file system access within Godot projects
  • create_directory - Create directory structures for scripts, scenes, assets

Error & Log Capture

  • game_get_errors - Get new push_error/push_warning messages since last call
  • game_get_logs - Get new print output from the running game since last call

Enhanced Input

  • game_key_hold / game_key_release - Hold keys down for movement testing (WASD etc.)
  • game_scroll - Mouse scroll wheel events
  • game_mouse_drag - Drag between two points over multiple frames
  • game_gamepad - Gamepad button and axis input events

Project Creation & Configuration

  • create_project - Create a new Godot project from scratch (pass dotnet: true to scaffold a .NET/C# project)
  • create_csharp_script - Create a C# script in a Godot .NET project
  • manage_autoloads - Add, remove, or list autoloads
  • manage_input_map - Add, remove, or list input actions and key bindings
  • manage_export_presets - Create or modify export preset configuration

.NET / C# Support

  • create_project with dotnet: true - Scaffold a Godot .NET project (.csproj with Godot.NET.Sdk matched to your Godot version, plus the "C#" feature flag)
  • create_csharp_script - Generate an idiomatic C# script (partial class, correct _Ready/_Process override signatures); the class name is kept in sync with the file name so Godot can attach it
  • get_project_info reports an isDotnet field

GDScript Diagnostics

  • validate_script - Check a single GDScript file for syntax and type errors headlessly, returning { valid, errors: [{ message, file, line }] }
  • validate_scripts - Batch-validate all git-changed .gd files (or the whole project), so an agent can verify its edits before running the game

Camera, Physics & Audio

  • game_get_camera / game_set_camera - Query and control 2D/3D cameras
  • game_raycast - Cast physics rays (auto-detects 2D vs 3D)
  • game_get_audio - Get audio bus layout and playing streams
  • game_spawn_node - Create any node type at runtime with properties
  • game_set_shader_param - Set shader parameters on materials
  • game_audio_play / game_audio_bus - Full audio playback and bus control
  • game_navigate_path - Query navigation paths (2D/3D)
  • game_tilemap - Get/set TileMapLayer cells
  • game_add_collision - Add collision shapes to physics bodies
  • game_environment - Configure post-processing (fog, glow, SSAO, tonemap, etc.)
  • game_manage_group - Add/remove nodes from groups
  • game_create_timer - Create timer nodes programmatically
  • game_set_particles - Configure GPUParticles2D/3D properties and process materials
  • game_create_animation - Create animations with value/method/bezier/audio tracks and keyframes
  • export_project - Trigger headless project export builds (CI/CD ready)
  • game_serialize_state - Save/load entire node tree state as JSON
  • game_physics_body - Configure mass, velocity, damping, friction, bounce
  • game_create_joint - Create physics joints (pin, spring, hinge, cone, slider)
  • game_bone_pose - Get/set skeleton bone poses for character animation
  • game_ui_theme - Apply color, constant, and font size theme overrides
  • game_viewport - Create/configure SubViewport nodes
  • game_debug_draw - Draw debug geometry (lines, spheres, boxes)

Networking

  • game_http_request - HTTP GET/POST/PUT/DELETE with headers and body
  • game_websocket - WebSocket client connect/disconnect/send messages
  • game_multiplayer - ENet multiplayer create server/client/disconnect
  • game_rpc - Call or configure RPC methods on nodes

System & Window Control

  • game_script - Attach, detach, or get source of node scripts at runtime
  • game_window - Get/set window size, fullscreen, title, position
  • game_os_info - Get platform, locale, screen, adapter, memory info
  • game_time_scale - Get/set Engine.time_scale and timing info
  • game_process_mode - Set node process mode (pausable/always/disabled)
  • game_world_settings - Get/set gravity, physics FPS, and world settings

Advanced Signals & Input

  • game_list_signals - List all signals on a node with connections
  • game_await_signal - Await a signal with timeout and return args
  • game_touch - Simulate touch press/release/drag and gestures
  • game_input_state - Query pressed keys, mouse position, connected pads
  • game_input_action - Manage runtime InputMap actions and strength

3D Rendering & Geometry

  • game_csg - Create/configure CSG nodes with boolean operations
  • game_multimesh - Create/configure MultiMeshInstance3D for instancing
  • game_procedural_mesh - Generate meshes via ArrayMesh from vertex data
  • game_light_3d - Create/configure 3D lights (directional/omni/spot)
  • game_mesh_instance - Create MeshInstance3D with primitive meshes
  • game_gridmap - GridMap set/get/clear cells and query used cells
  • game_3d_effects - Create ReflectionProbe, Decal, or FogVolume
  • game_gi - Create/configure VoxelGI or LightmapGI
  • game_path_3d - Create Path3D/Curve3D and manage curve points
  • game_sky - Create/configure Sky with procedural/physical sky
  • game_camera_attributes - Configure DOF, exposure, auto-exposure on camera
  • game_navigation_3d - Create/configure NavigationRegion3D and bake
  • game_physics_3d - Area3D queries and point/shape intersection tests

2D Systems

  • game_canvas - Create/configure CanvasLayer and CanvasModulate
  • game_canvas_draw - 2D drawing: line/rect/circle/polygon/text/clear
  • game_light_2d - Create/configure 2D lights and light occluders
  • game_parallax - Create/configure ParallaxBackground and layers
  • game_shape_2d - Line2D/Polygon2D point manipulation
  • game_path_2d - Path2D/Curve2D management and AnimatedSprite2D
  • game_physics_2d - Area2D queries and 2D point/shape intersections

Advanced Animation

  • game_animation_tree - AnimationTree state machine travel and params
  • game_animation_control - AnimationPlayer seek/queue/speed/info control
  • game_skeleton_ik - SkeletonIK3D start/stop/set target position

Advanced Audio

  • game_audio_effect - Add/remove/configure audio bus effects
  • game_audio_bus_layout - Create/remove/reorder audio buses and routing
  • game_audio_spatial - Configure AudioStreamPlayer3D spatial properties

Editor & Project Tools

  • rename_file - Rename or move a file within the project
  • manage_resource - Read or modify .tres/.res resource files
  • create_script - Create a GDScript file from a template
  • validate_script - Check a GDScript file for syntax/type errors headlessly (no run needed)
  • validate_scripts - Batch-check GDScript files: git-changed ones by default, or all
  • manage_scene_signals - List/add/remove signal connections in .tscn files
  • manage_layers - List/set named layer definitions in project
  • manage_plugins - List/enable/disable editor plugins
  • manage_shader - Create or read .gdshader files
  • manage_theme_resource - Create/read/modify Theme .tres resources
  • set_main_scene - Set the main scene in project.godot
  • manage_scene_structure - Rename/duplicate/move nodes within .tscn scenes
  • manage_translations - List/add/remove translation files in project
  • game_locale - Set/get locale and translate strings at runtime

UI Controls

  • game_ui_control - Set focus, anchors, tooltip, mouse filter on Control
  • game_ui_text - LineEdit/TextEdit/RichTextLabel text operations
  • game_ui_popup - Show/hide/popup for Popup/Dialog/Window nodes
  • game_ui_tree - Tree control: get/select/collapse/add/remove items
  • game_ui_item_list - ItemList/OptionButton: get/select/add/remove items
  • game_ui_tabs - TabContainer/TabBar: get/set current tab
  • game_ui_menu - PopupMenu/MenuBar: add/remove/get menu items
  • game_ui_range - ProgressBar/Slider/SpinBox/ColorPicker get/set

Rendering & Resources

  • game_render_settings - Get/set MSAA, FXAA, TAA, scaling mode/scale
  • game_resource - Runtime resource load, save, or preload

Robustness Improvements

  • Reentrancy guard - Prevents concurrent command processing during async operations
  • Full type conversion - Supports Vector2/3, Color, Quaternion, Basis, Transform2D/3D, AABB, Rect2, and all packed array types
  • Smart property type detection - Uses node's get_property_list() for automatic type conversion
  • PackedArray serialization - Proper JSON arrays instead of string fallback
  • Graceful error handling - Scene read fallback to raw .tscn text on missing dependencies

Tool inventory

Project Management (14 tools)

Tool Description
launch_editor Launch Godot editor for a project
run_project Run a Godot project and capture output
verify_project Run, assert bounded runtime evidence, optionally capture, and tear down
run_project_tests Discover or run native, GUT, and GdUnit4 tests with structured cases and logs
manage_import_pipeline Inspect/change importer settings, reimport, and query generated dependencies
analyze_project_integrity Analyze resource graphs and preview non-mutating rename impact
verify_export_readiness Validate export prerequisites and return artifact plus smoke-run evidence
verify_dotnet_project Inspect, restore, build, and run against the matching Godot.NET.Sdk
manage_addon Inspect/install/update/remove and toggle hash-pinned local EditorPlugins
stop_project Stop the running project
get_debug_output Get console output and errors
get_godot_version Get installed Godot version
list_projects Find Godot projects in a directory
get_project_info Get project metadata

Import changes require an editor-capable Godot binary. reimport runs Godot's bounded --import workflow and returns diagnostics; it may rewrite .import metadata and .godot/imported cache files. Integrity analysis is read-only, skips generated/vendor directories, defaults to 10,000 resource files, and labels unreferenced resources as candidates because dynamic loads cannot be proven statically. Use preview_rename before moving a resource; it reports direct textual dependents, destination conflicts, and UID sidecars but never changes files.

Export readiness recognizes the bounded Linux, Windows, macOS, and Web template filenames for the active Godot version. Local smoke execution is intentionally limited to Linux exports on Linux; other targets are inspected but not claimed as locally runnable. Export writes the requested artifact and companion files, returns bounded process output and SHA-256 evidence, and classifies missing templates, unsupported platforms, invalid output paths, timeouts, export errors, missing artifacts, and smoke failures.

The managed workflow requires both a .NET-enabled Godot editor and a 64-bit .NET SDK. It verifies that the versioned Godot.NET.Sdk in the unique or selected .csproj matches the active engine, returns bounded structured MSBuild diagnostics, and hashes the resulting assembly. Standard Godot builds return a controlled dotnet_editor_required result and do not attempt restore or build.

Add-on installation is deliberately offline and provenance-first: sourcePath must be an allowed local directory and expectedSha256 must match its authored tree before any write. Symlinks, oversized trees, malformed plugin.cfg, non-@tool scripts, incompatible minimum Godot versions, and traversal are rejected. Replacement is staged atomically, editor reload is mandatory, and a parse/load failure restores the prior version and plugin configuration.

Scene Management (7 tools)

Tool Description
create_scene Create a new scene with a root node type
add_node Add a node to an existing scene
load_sprite Load a texture into a Sprite2D node
export_mesh_library Export a scene as MeshLibrary
save_scene Save a scene (with optional variant path)
get_uid Get UID for a file (Godot 4.4+)
update_project_uids Resave resources to update UIDs

Scene Authoring Operations (5 tools)

Tool Description
read_scene Read full scene tree as JSON
modify_scene_node Modify node properties in a scene file
remove_scene_node Remove a node from a scene file
attach_script Attach a GDScript to a scene node
create_resource Create a .tres resource file

Project Settings (3 tools)

Tool Description
read_project_settings Parse project.godot as JSON
modify_project_settings Change a project setting
list_project_files Paginate/filter project files

Runtime Input (5 tools)

Tool Description
game_screenshot Capture a screenshot (base64 PNG)
game_visual_regression Capture baselines or compare frames with masks, tolerances, and retained PNG diffs
game_click Click at a position
game_key_press Send key press or input action
game_mouse_move Move the mouse

Runtime Inspection (3 tools)

Tool Description
game_get_ui Get all visible UI elements
game_get_scene_tree Get full scene tree structure
game_get_node_info Detailed node introspection

Runtime Code Execution (1 tool)

Tool Description
game_eval Execute arbitrary GDScript with return values

Runtime Node Manipulation (7 tools)

Tool Description
game_get_property Get any node property
game_set_property Set any node property (auto type conversion)
game_call_method Call any method on a node
game_instantiate_scene Add a PackedScene to the running tree
game_remove_node Remove a node from the tree
game_change_scene Switch to a different scene
game_reparent_node Move a node to a new parent

Runtime Signals (5 tools)

Tool Description
game_connect_signal Connect a signal to a method
game_disconnect_signal Disconnect a signal
game_emit_signal Emit a signal with arguments
game_list_signals List all signals on a node with connections
game_await_signal Await a signal with timeout and return args

Runtime Animation (2 tools)

Tool Description
game_play_animation Control AnimationPlayer
game_tween_property Tween a property with easing

Runtime Utilities (5 tools)

Tool Description
game_pause Pause/unpause the game
game_performance Get FPS, memory, draw calls
game_wait Wait N frames
game_get_nodes_in_group Query nodes by group
game_find_nodes_by_class Find nodes by class type

File I/O (4 tools)

Tool Description
read_file Read a text file from a Godot project
write_file Create or overwrite a text file
delete_file Delete a file from a project
create_directory Create a directory inside a project

Error & Log Capture (2 tools)

Tool Description
game_get_errors Get new errors/warnings since last call
game_get_logs Get new print output since last call

Enhanced Input (8 tools)

Tool Description
game_key_hold Hold a key down (no auto-release)
game_key_release Release a held key
game_scroll Mouse scroll wheel event
game_mouse_drag Drag between two points over N frames
game_gamepad Gamepad button or axis input
game_touch Simulate touch press/release/drag and gestures
game_input_state Query pressed keys, mouse position, connected pads
game_input_action Manage runtime InputMap actions and strength

Project Creation (5 tools)

Tool Description
create_project Create a new Godot project (supports dotnet: true for C#)
create_csharp_script Create a C# script in a Godot .NET project
manage_autoloads Add, remove, or list autoloads
manage_input_map Add, remove, or list input actions
manage_export_presets Create or modify export presets

Advanced Runtime (24 tools)

Tool Description
game_get_camera Get active camera position/rotation/zoom
game_set_camera Move or rotate the active camera
game_raycast Cast a ray and return collision results
game_get_audio Get audio bus layout and playing streams
game_spawn_node Create a new node of any type at runtime
game_set_shader_param Set a shader parameter on a node's material
game_audio_play Play, stop, or pause an AudioStreamPlayer node
game_audio_bus Set volume, mute, or solo on an audio bus
game_navigate_path Query a navigation path between two points
game_tilemap Get or set cells in a TileMapLayer node
game_add_collision Add a collision shape to a physics body node
game_environment Get or set environment and post-processing settings
game_manage_group Add or remove a node from a group, or list groups
game_create_timer Create a Timer node with configuration
game_set_particles Configure GPUParticles2D/3D node properties
game_create_animation Create an animation with tracks and keyframes
game_serialize_state Save or load node tree state as JSON
game_physics_body Configure physics body properties (mass, velocity)
game_create_joint Create a physics joint between two bodies
game_bone_pose Get or set bone poses on a Skeleton3D node
game_ui_theme Apply theme overrides to a Control node
game_viewport Create or configure a SubViewport node
game_debug_draw Draw debug lines, spheres, or boxes in 3D

Build & Export (1 tool)

Tool Description
export_project Export a Godot project using a preset

Networking (4 tools)

Tool Description
game_http_request HTTP GET/POST/PUT/DELETE with headers and body
game_websocket WebSocket client connect/disconnect/send messages
game_multiplayer ENet multiplayer create server/client/disconnect
game_rpc Call or configure RPC methods on nodes

System & Window (6 tools)

Tool Description
game_script Attach, detach, or get source of node scripts
game_window Get/set window size, fullscreen, title, position
game_os_info Get platform, locale, screen, adapter, memory info
game_time_scale Get/set Engine.time_scale and timing info
game_process_mode Set node process mode (pausable/always/disabled)
game_world_settings Get/set gravity, physics FPS, and world settings

3D Rendering & Geometry (13 tools)

Tool Description
game_csg Create/configure CSG nodes with boolean operations
game_multimesh Create/configure MultiMeshInstance3D for instancing
game_procedural_mesh Generate meshes via ArrayMesh from vertex data
game_light_3d Create/configure 3D lights (directional/omni/spot)
game_mesh_instance Create MeshInstance3D with primitive meshes
game_gridmap GridMap set/get/clear cells and query used cells
game_3d_effects Create ReflectionProbe, Decal, or FogVolume
game_gi Create/configure VoxelGI or LightmapGI
game_path_3d Create Path3D/Curve3D and manage curve points
game_sky Create/configure Sky with procedural/physical sky
game_camera_attributes Configure DOF, exposure, auto-exposure on camera
game_navigation_3d Create/configure NavigationRegion3D and bake
game_physics_3d Area3D queries and point/shape intersection tests

2D Systems (7 tools)

Tool Description
game_canvas Create/configure CanvasLayer and CanvasModulate
game_canvas_draw 2D drawing: line/rect/circle/polygon/text/clear
game_light_2d Create/configure 2D lights and light occluders
game_parallax Create/configure ParallaxBackground and layers
game_shape_2d Line2D/Polygon2D point manipulation
game_path_2d Path2D/Curve2D management and AnimatedSprite2D
game_physics_2d Area2D queries and 2D point/shape intersections

Advanced Animation (3 tools)

Tool Description
game_animation_tree AnimationTree state machine travel and params
game_animation_control AnimationPlayer seek/queue/speed/info control
game_skeleton_ik SkeletonIK3D start/stop/set target position

Advanced Audio (3 tools)

Tool Description
game_audio_effect Add/remove/configure audio bus effects
game_audio_bus_layout Create/remove/reorder audio buses and routing
game_audio_spatial Configure AudioStreamPlayer3D spatial properties

Editor & Project Tools (14 tools)

Tool Description
rename_file Rename or move a file within the project
manage_resource Read or modify .tres/.res resource files
create_script Create a GDScript file from a template
validate_script Check a GDScript file for syntax/type errors (headless)
validate_scripts Batch-check GDScript files (git-changed by default, or all)
manage_scene_signals List/add/remove signal connections in .tscn files
manage_layers List/set named layer definitions in project
manage_plugins List/enable/disable editor plugins
manage_shader Create or read .gdshader files
manage_theme_resource Create/read/modify Theme .tres resources
set_main_scene Set the main scene in project.godot
manage_scene_structure Rename/duplicate/move nodes within .tscn scenes
manage_translations List/add/remove translation files in project
game_locale Set/get locale and translate strings at runtime

UI Controls (8 tools)

Tool Description
game_ui_control Set focus, anchors, tooltip, mouse filter on Control
game_ui_text LineEdit/TextEdit/RichTextLabel text operations
game_ui_popup Show/hide/popup for Popup/Dialog/Window nodes
game_ui_tree Tree control: get/select/collapse/add/remove items
game_ui_item_list ItemList/OptionButton: get/select/add/remove items
game_ui_tabs TabContainer/TabBar: get/set current tab
game_ui_menu PopupMenu/MenuBar: add/remove/get menu items
game_ui_range ProgressBar/Slider/SpinBox/ColorPicker get/set

Rendering & Resources (2 tools)

Tool Description
game_render_settings Get/set MSAA, FXAA, TAA, scaling mode/scale
game_resource Runtime resource load, save, or preload

Requirements

  • Godot Engine 4.4 or later; the latest stable release, currently Godot 4.7, is recommended
  • (Optional) .NET SDK 8.0+ and the Godot .NET (C#) build, only if you use create_project's dotnet: true flag or create_csharp_script
  • Node.js >= 18.0.0
  • An AI assistant that supports MCP (Claude Code, Cline, Cursor, etc.)

Godot compatibility policy

Development targets the latest stable Godot release. The project also keeps a tested compatibility floor while the same implementation remains cleanly portable; currently, CI covers Godot 4.4 and 4.7. The floor may be raised when it blocks useful features or creates meaningful maintenance cost. In that case, the last compatible release remains available, and an older-version maintenance branch will be created only when user demand justifies maintaining it. Such a branch would receive critical fixes rather than new features.

Verified support boundary

Area Status Evidence or limitation
Linux headed (desktop or Xvfb), Godot 4.4 and 4.7 Verified in CI Full MCP E2E under Xvfb, direct runtime, subprocess operations, and strict script parsing
GDScript project and running-game workflows Verified for advertised tools See the generated coverage report
Privileged runtime commands Opt-in only Disabled by default; intended for trusted localhost development
Godot .NET/C# Scaffold, compile, and editor-load verification Godot .NET 4.4 and 4.7 with .NET SDK 8
Linux exports Release/debug template export and smoke-run verification Godot 4.4 and 4.7 installed templates; other targets are not claimed
Rendering and screenshots A headed rendering context is required Compatibility and Forward+ on Linux software rendering; display-less sessions fail fast with desktop/Xvfb remediation
Windows and macOS Portable acceptance verified Godot 4.7 process, Unicode path, runtime input, window query, and teardown workflows
Windows/macOS editor UI, rendering, and exports Not claimed Verified on Linux only; Windows/macOS support is bounded to the portable acceptance suite
Editor state and undo/redo bridge Verified in MCP E2E The headed editor bridge is authenticated and uses EditorInterface plus EditorUndoRedoManager
Full debugger control Not claimed Breakpoints, stack inspection, and frame-local evaluation remain outside the supported boundary
Profiler, leak, asset, localization, and accessibility audits Verified in MCP E2E game_performance and analyze_project_integrity return bounded live/static evidence; native extension builds remain unsupported
GDExtension builds Not claimed analyze_project_integrity inspects declarations and libraries without invoking arbitrary native toolchains

Installation

git clone https://github.com/beremaran/godot-agent-loop.git
cd godot-agent-loop
npm install
npm run build

Configuration

Portable agent bundle

The repository ships one neutral bundle that starts the matching npm MCP server and provides the same build, debug, verify, and ship skills to Claude Code, Codex, OpenCode, and Pi. For Claude Code:

/plugin marketplace add beremaran/godot-agent-loop
/plugin install godot-agent-loop@godot-agent-loop

For a local checkout, use claude --plugin-dir ./agent-plugin. See the portable agent bundle guide for verified Claude Code, Codex, OpenCode, and Pi install paths.

Claude Code

Add to your Claude Code MCP settings:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-agent-loop/build/index.js"],
      "env": {
        "GODOT_PATH": "/path/to/godot",
        "DEBUG": "true"
      }
    }
  }
}

Cline (VS Code)

Add to your Cline MCP settings (cline_mcp_settings.json):

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-agent-loop/build/index.js"],
      "disabled": false
    }
  }
}

Cursor

Create .cursor/mcp.json in your project:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-agent-loop/build/index.js"]
    }
  }
}

Runtime Tools Setup

No setup is required when the game is started through run_project: the server installs the interaction autoload automatically by generating an override.cfg (which Godot merges over project.godot at startup) and copying the runtime scripts into the project, then removes them again on stop_project, game exit, or server shutdown. project.godot is never modified. If an earlier server crashed or was killed before cleaning up, the next server detects and removes the leftover files on first contact with the project; an installation you manage yourself (declared in project.godot) is never touched.

To run the interaction server without run_project, copy build/scripts/mcp_interaction_server.gd to your project and register it as an autoload:

  1. Copy build/scripts/mcp_interaction_server.gd to your project's scripts folder
  2. In Godot: Project > Project Settings > Autoload
  3. Add the script with the name McpInteractionServer

The server listens on 127.0.0.1:9090. Each MCP server launch generates a cryptographic runtime secret, passes it only to the Godot child process, and authenticates it during capability negotiation before any runtime command is accepted. A manually managed runtime should set the same GODOT_MCP_RUNTIME_SECRET value in both processes; leaving it unset retains legacy unauthenticated behavior and is suitable only for a trusted machine.

Commands that execute arbitrary GDScript, invoke arbitrary node properties or methods, mutate scripts, call multiplayer peers, or make HTTP/WebSocket connections remain disabled by default even after authentication. Grant only the required group with GODOT_MCP_PRIVILEGED_GROUPS: reflection enables arbitrary property/method access, code-execution enables eval/script control, and network enables RPC, HTTP, and WebSocket. The legacy GODOT_MCP_ALLOW_PRIVILEGED_COMMANDS=true grants all three groups. Use either only for a trusted local developer workflow. Authentication and policy denials never echo secrets, source, property values, URLs, headers, or engine errors. Authentication success/failure emits a structured audit event containing only the event name, runtime component, numeric session ID, and timestamp.

Environment Variables

Variable Description
GODOT_PATH Path to the Godot executable (overrides auto-detection)
DEBUG Set to "true" for detailed server-side logging. This also runs the headless operations script with --debug-godot, which logs diagnostics and writes a temporary write-access probe file into the project (removed again on every branch). Parameter values are summarized by type and size in both logs, never printed.
GODOT_MCP_ALLOWED_DIRS Optional. Restrict run_project to projects under these roots (;, ,, or : separated). When unset, any project path is allowed.
GODOT_MCP_RUNTIME_SECRET Optional explicit shared runtime secret. The MCP server generates a fresh 256-bit value when omitted and passes it only to Godot processes it launches. Set the same value manually only when connecting to a separately launched runtime.
GODOT_MCP_EDITOR_START_PAUSED Optional, default false. Start the editor addon's cooperative lock in human-editing mode so mutating MCP tools are refused until Resume Agent is pressed.
GODOT_MCP_TOOL_SURFACE Optional, default core. Set to full to advertise the complete static tool catalog instead of the compact core plus godot_tools discovery/dispatch.
GODOT_MCP_PRIVILEGED_GROUPS Optional comma-separated least-privilege grants: reflection, code-execution, and/or network. All are denied by default.
GODOT_MCP_ALLOW_PRIVILEGED_COMMANDS Optional, default false. Explicitly enable runtime eval, arbitrary property/method access, script control, RPC, HTTP, and WebSocket commands for a trusted localhost developer workflow.

Structured runtime evidence

With DEBUG=true, the MCP server emits JSON request lifecycle events to stderr. The Godot runtime emits matching events to its captured stdout. Both use an internal mcp_<number> correlation ID and controlled event fields; parameters, response values, secrets, source, URLs, and malformed payloads are never copied into logs. Runtime process output is capped at the latest 1,000 stdout and stderr lines. Stable JSON-RPC error codes remain the authoritative machine-readable failure classification.

Large-project response limits

Large responses are bounded rather than allowed to grow with project size. list_project_files returns deterministic cursor pages of at most 1,000 files; game_get_scene_tree returns deterministic pre-order trees of 1,000 nodes by default (configurable up to 10,000) and reports truncation. game_get_logs and game_get_errors return at most 1,000 unread lines per call with hasMore and remaining, while retaining the latest 1,000 lines per stream. Runtime JSON responses are capped at 8 MiB, screenshots additionally enforce pixel and 6 MiB PNG limits, and short-lived subprocess/import commands cap captured output at 16 MiB. Limit failures are explicit; callers can narrow resource/import queries instead of receiving partial unlabelled data.

Architecture

The server uses three bounded execution paths:

  1. Persistent authoring session - The primary scene/resource authoring path. It owns a headed, deterministic Godot main loop and serves authenticated JSON-RPC commands without paying engine startup cost per edit.

  2. Running-game socket - run_project launches the user's game headed and injects the authenticated mcp_interaction_server.gd autoload through override.cfg for high-fidelity runtime interaction.

  3. One-shot subprocess fallback - Isolated authoring, validation, import, and export operations may invoke Godot once and exit. Commands that do not render may internally use --headless; this is not a supported display-less agent-loop tier. Authoring sessions, running games, screenshots, and visual verification require a desktop display, Xvfb, or another reachable rendering context and fail fast when none exists.

Source layout

Path Description
src/index.ts MCP server, tool definitions, and all handlers
src/utils.ts Pure utility functions (parameter mapping, validation, error helpers)
src/scripts/godot_operations.gd Persistent and one-shot GDScript operations runner
src/scripts/mcp_interaction_server.gd TCP interaction server autoload
tests/ Vitest test suite

Testing

The project uses Vitest plus direct Godot and full MCP-to-Godot suites. The source-derived tool, action, command, and suite inventory is published in the coverage report.

npm run check       # TypeScript tests, lint, build, and coverage drift
npm run test:e2e    # built MCP server through a real client and Godot
npm run test:golden-agent # cold-agent game build acceptance gate
npm run test:godot  # strict parsing, subprocess operations, runtime protocol
npm run test:watch  # watch mode

Example Prompts

"Run my Godot project and check for errors"

"Eval this in my running game: return get_tree().current_scene.name"

"Get the player's position in the running game"

"Set the player's health to 100"

"Read the test_level.tscn scene and show me the node tree"

"Change the player's speed property in the player.tscn scene file"

"List all .gd files in my project"

"Connect the enemy's 'died' signal to the game manager's 'on_enemy_died' method"

"Tween the camera's position to (0, 10, -5) over 2 seconds with ease-out"

"Get performance metrics - what's my FPS and draw call count?"

"Pause the game and take a screenshot"

"Find all CharacterBody3D nodes in the scene"

"Create a new Godot project called 'MyGame' and write a player script"

"Create a new C# (.NET) Godot project and add a CharacterBody2D script"

"Validate player.gd for errors"

"Check all my changed GDScript files for syntax errors before I run the game"

"Hold down the W key for 2 seconds to test walking"

"Cast a ray from the player downward to check for ground"

"Get the camera position and move it to look at the player"

"Show me the latest error messages from the running game"

License

This project is licensed under the MIT License - see the LICENSE file for details.

Lineage

  • Original project: godot-mcp by Solomon Elias (Coding-Solo), which provided the foundational TypeScript MCP server, headless GDScript operations, and TCP runtime interaction architecture.
  • Inherited from: Tugcan Topaloglu's godot-mcp, which extended the original project across networking, 3D/2D rendering, UI controls, audio, animation, file I/O, runtime code execution, project creation, and physics while preserving the MIT license.
  • Godot Agent Loop: maintained and substantially extended by Berke Arslan, preserving the complete Git history and every inherited MIT notice.

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