Beckett — MCP for Godot
# Beckett — MCP for Godot
> *Stop waiting for Godot.*
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[](https://godotengine.org)
[](https://modelcontextprotocol.io)
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**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 → SEE** dev loop (55 tools), for **GDScript *and* C#**. The AI can now *watch your running game* on the free tier: screenshot it, read the live remote scene tree and node state, poll performance monitors, and tail the game's logs. The paid **Full** edition makes the AI the *playtester* (it drives input, clicks 2D/3D and UI, and asserts the results), plus a test runner, animation tools, `scatter_nodes`, background exports, project-wide analysis, and 46 knowledge packs. See [What Full adds](#what-full-adds).
**Lite: the AI sees your game. Full: the AI playtests it.**
## Demo
[](https://www.youtube.com/watch?v=oUHrA4ojqdg)
## 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.
- **The AI sees your game (free)** — `screenshot` the running game, read the live remote scene tree (`get_remote_tree` / `find_nodes` / `wait_for_node`), read live node state (`runtime_get_property` / `monitor_properties`), poll `get_performance_monitors`, and tail `game_logs` with stack traces. The free tier can watch and diagnose the running game; **Full closes the loop by driving input and asserting the result.**
- **GDScript and C#, one addon, zero sidecar** — the C#/.NET dev loop is free too: `build_csharp` runs a `dotnet build` compile-check that returns structured `file:line:col` + CS-code diagnostics (safe while the editor is open, no new dependency beyond the .NET SDK a C# project already needs), `write_script` is `.cs`-aware, and reflection surfaces your C# `[GlobalClass]` types just like GDScript `class_name`.
- **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 → see loop** — `play_scene` → `wait_until` → `logs_read` → `screenshot` / `get_remote_tree` → fix: launch the game, tail its output and errors, then look at the running frame and live scene tree to diagnose. (Full closes the loop autonomously: the AI drives the game and asserts.) Plus **MCP Resources + Prompts**.
- **Dock panel** — status, one-click Start/Stop, copy-client-config, and an **AI-effort slider** (1–4 in Lite; L4 = *See*) 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 (50) · Resources (6) · Prompts (6)
> **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` or C# `[GlobalClass]` — 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 → **see** loop, for GDScript and C#:
- **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`
- **C#/.NET dev-loop:** `build_csharp` (a `dotnet build` compile-check returning structured `file:line:col` + CS-code diagnostics, safe while the editor is open, zero new dependency; `write_script` is `.cs`-aware and C# `[GlobalClass]` types show up in reflection)
- **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 loop:** `play_scene`, `stop_scene`, `get_play_state`, `wait_until`, `logs_read`
- **Runtime observation (the AI sees your game):** `screenshot`, `get_remote_tree`, `find_nodes`, `wait_for_node`, `runtime_get_property`, `monitor_properties`, `get_performance_monitors`, `game_logs`
- **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. **91 tools, 46 skill packs** total:
- **The AI drives:** `simulate_input`, UI clicks in 2D + 3D (`click_button_by_text` / `click_control` / `click_node3d` / `click_world`), `scroll` / `drag`, `get_control_rect` / `find_ui_elements`, live `runtime_call` / `runtime_set_property`, and `record_input` / `replay_input`.
- **The AI verifies:** `assert_node_state`, `assert_screen_text`, `assert_scene`, `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`).
- **37 skill knowledge packs** (`list_skills` / `load_skill`): gdscript, particles, animation, ui, physics, multiplayer, mobile, and more, so reflection reaches each domain with no per-domain tools.
Full is a one-time purchase ($15) with lifetime updates: **https://beckettlabs.itch.io/beckett-godot-mcp**
## How it compares
Beckett is one of only a few *embedded* (zero-sidecar) servers in the field, and the only one that puts *seeing the running game* in a free tier. The other players have real strengths (raw tool count, mindshare, breadth), so here's an honest side-by-side. (Competitor figures are their own published numbers; they ship far more hand-coded per-domain tools, which is a different design choice, not strictly "more capability": see [Why](#why).)
| | **Beckett Lite** (free, MIT) | **Beckett Full** ($15) | **CLI shell-out** (e.g. Coding-Solo, free) | **Sidecar** (godot-mcp-pro, $15, Node 18+) | **Native** (free, embedded, 4.6+ only) |
|---|:---:|:---:|:---:|:---:|:---:|
| Zero sidecar (no Node/Python) | ✅ | ✅ | ❌ (Node CLI shell-out) | ❌ (Node 18+ + TS server) | ✅ (embedded) |
| The AI **sees** the running game (screenshot, live tree, live state) | ✅ **free** | ✅ | ⚠️ CLI debug output only | ✅ (paid) | ✅ (free) |
| The AI **drives + asserts** (playtest: input, clicks, asserts) | ❌ | ✅ | ❌ | ✅ (input record/replay) | ⚠️ partial |
| Validate-before-write (refuses non-compiling GDScript) | ✅ | ✅ | ❌ | ❌ | ❌ |
| C# + GDScript | ✅ | ✅ | ❌ (GDScript) | ❌ (GDScript) | ❌ (GDScript) |
| Godot 4.2+ | ✅ | ✅ | varies | varies | ❌ (4.6+ only) |
| Tool count | 50 | 80 | ~12 | ~163 | 154 |
*No trash talk intended: Coding-Solo is the mindshare leader (~4,000★), godot-mcp-pro ships the broadest curated toolset (~163) with input record/replay, and Native gives away 154 tools embedded. Beckett's bet is a smaller **reflection-generic** surface that reaches the whole engine, validate-before-write, both languages, 4.2+ reach, and *the AI seeing your game in the free tier*.*
## Use
1. **Install from the editor.** In Godot, open the **AssetLib** tab, search **"Beckett"**, and install ([asset #5296](https://godotengine.org/asset-library/asset/5296)). Or copy `addons/beckett/` into your project manually.
2. Enable **Beckett — MCP for Godot** in *Project → Project Settings → Plugins* (works on Godot **4.2+**; verified on 4.4.1, 4.6.2 & 4.7, CI-tested on Windows, Linux & macOS). Enabling it **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`](.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](INSTALL.md).
## Status
This is the free, MIT-licensed **Lite** edition — the **inspect → author → run → see** core: reflection/discovery, scene & script authoring for **GDScript and C#** (with `build_csharp` compile-check), **signals**, **resource create/assign**, **files & project settings**, the **play → wait → `logs_read`** dev loop, and the **runtime-observation** tools that let the AI *see* the running game (`screenshot`, `get_remote_tree`, live node state, perf monitors, `game_logs`), plus **Resources + Prompts + dock panel**. **55 tools.** Built and verified live on Godot 4.4.1, 4.6.2 and 4.7 (headless editor + a real HTTP MCP client), and CI-tested on every push across Windows, Linux, and macOS.
The **Full** edition adds the agent-driven play-test layer (the AI drives input, clicks 2D/3D and UI, and asserts results): the test runner (`test_run`), animation tools (`animation_manage`), `scatter_nodes`, background export jobs, project-wide analysis, and the 40 bundled skill packs. It *playtests* the running game.
## License
**Lite edition — MIT** (this repository). Free and open-source: use it, fork it, ship it. See [LICENSE](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.
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*Beckett is a third-party tool, not affiliated with or endorsed by the Godot Foundation. "Godot" is a trademark of the Godot Foundation.*
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.