Beckett — MCP for Godot
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- AlicenseAqualityCmaintenanceGodot 4 MCP server with: Test running (GUT/GdUnit4) with structured pass/fail results API docs search with 30+ Godot 3→4 migration mappings Script analysis detecting 10 common GDScript pitfalls Scene/resource file parsing with antipattern detection Viewport screenshot capture LSP diagnostics from Godot's language server TypeScript, cross-platform (macOS/Windows/Linux), published on npm833 npm8MIT
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TDQS
Scored across 55 tools
Most tools target a distinct resource+action (scene nodes vs runtime nodes vs files vs signals), and the few close pairs like read_file/read_script and write_file/write_script are disambiguated by validation and scope details. No cluster of tools appears to do the same thing.
The set overwhelmingly uses snake_case verb_noun names (create_node, set_property, get_remote_tree), with only minor deviations like logs_read, ui_snapshot, game_logs, and single-word help/doctor. The pattern is predictable enough for an agent to guess tool names reliably.
At 55 tools, this is well into the 'too many' range and will consume significant agent context just to enumerate the surface. The tools are all domain-relevant, so it is not an extreme mismatch, but the set is considerably heavier than typical MCP servers.
The surface covers the core Godot loop: file/project editing, scene/node lifecycle, script validation, play/stop, runtime inspection, logging, screenshots, and render diagnostics. Notable gaps are file deletion/renaming and a dedicated runtime property setter (find_nodes even references runtime_set_property that is not exposed), but most workflows can be completed via call_method or set_property.