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Godot MCP Bridge

Godot MCP Bridge

Godot MCP Pro

168 KI-gestützte Werkzeuge für den Godot 4 Editor — verbinden Sie Ihren KI-Assistenten (Claude, Cursor, Cline, Copilot) mit Godot und entwickeln Sie Spiele mit natürlicher Sprache.

Funktionsweise

Verbinden Sie Ihren KI-Assistenten in unter 5 Minuten mit Godot.

1. Plugin installieren

Kopieren Sie addons/godot_mcp/ in Ihr Godot-Projekt. Aktivieren Sie es unter Projekt > Projekteinstellungen > Plugins. Das Plugin startet automatisch einen WebSocket-Server innerhalb des Editors.

2. MCP-Server erstellen

cd server
npm install && npm run build

Dies kompiliert den TypeScript-MCP-Server, der die Brücke zwischen Ihrem KI-Client und dem Godot-Plugin schlägt.

3. Mit KI entwickeln

Fügen Sie den Server zur MCP-Konfiguration Ihres KI-Clients hinzu. Öffnen Sie Godot, und Ihr KI-Assistent hat nun Echtzeitzugriff auf 168 Werkzeuge — zum Erstellen von Szenen, Bearbeiten von Skripten, Simulieren von Eingaben und Analysieren Ihres laufenden Spiels.

Related MCP server: godot-mcp

MCP-Client-Konfiguration

Claude Code / Claude Desktop

Hinzufügen zu .claude/mcp.json:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/server/dist/index.js"]
    }
  }
}

VS Code / Cursor

Hinzufügen zu .vscode/mcp.json:

{
  "servers": {
    "godot": {
      "command": "node",
      "args": ["./server/dist/index.js"]
    }
  }
}

Jeder stdio-MCP-Client

node server/dist/index.js

Der Server kommuniziert über stdio (stdin/stdout) unter Verwendung des MCP-Protokolls.

Automatisierte Einrichtung (empfohlen)

cd server
npm run run

Dies führt automatisch folgende Schritte aus:

  • Erstellt den MCP-Server

  • Erkennt project.godot in übergeordneten Ordnern (oder GODOT_PROJECT_PATH)

  • Synchronisiert das Addon mit addons/godot_mcp

  • Aktiviert das Plugin in project.godot

  • Erstellt MCP-Konfigurationsdateien

  • Synchronisiert KI-Kontextdateien

Werkzeugkategorien

#

Kategorie

Werkzeuge

Highlights

1

Projekt

7

Einstellungen lesen/schreiben, UID-Konvertierung

2

Szene

9

Erstellen, öffnen, abspielen, stoppen, instanziieren, speichern

3

Knoten

14

Hinzufügen/Löschen/Umbenennen/Verschieben mit UndoRedo, Signale, Gruppen

4

Skript

8

CRUD, anhängen, validieren, suchen mit Zeilennummern

5

Editor

10

Screenshots, GDScript ausführen, Fehlerprotokoll, neu laden

6

Eingabe

7

Tastatur, Maus, Aktionssimulation, Sequenzen

7

Laufzeit

19

Spielinspektion, Frame-Erfassung, Aufnahme/Wiedergabe, UI

8

Animation

6

CRUD, Spuren, Keyframes

9

AnimationTree

8

Zustandsautomat, Übergänge, Blend-Tree

10

TileMap

6

Zelloperationen (TileMapLayer für Godot 4.3+)

11

3D-Szene

6

Mesh-Primitive, .glb-Import, Beleuchtungsvoreinstellungen, PBR

12

Physik

6

Auto 2D/3D-Kollision, Raycasts, Ebenen

13

Partikel

5

GPU-Partikel + Voreinstellungen für Feuer/Rauch/Regen/Schnee/Funken

14

Navigation

6

Region, Agent, Backen, Pfadfindung

15

Audio

6

Player (Auto 2D/3D), Bus-Effektkette

16

Theme/UI

6

StyleBoxFlat, Farb-/Konstanten-/Schriftarten-Überschreibungen

17

Shader

6

Vorlagen (canvas_item, spatial, particles, sky)

18

Ressource

6

.tres CRUD, Autoload-Verwaltung

19

Batch

8

Nach Typ finden, Massenänderungen, Abhängigkeitsanalyse

20

Testen

6

Automatisierte Szenarien, Assertionen, Stresstests

21

Analyse

4

Szenenkomplexität, Signalfluss, ungenutzte Ressourcen

22

Profiling

2

FPS, Speicher, Physik, Rendering-Monitore

23

Export

3

Voreinstellungsliste, Build-Befehle

Gesamt

168

+ 4 Kern-Verbindungswerkzeuge

Hauptmerkmale

🧠 Intelligente Typ-Analyse

Kein manuelles Erstellen komplexer Objekte erforderlich. Eigenschaftswerte werden automatisch konvertiert:

"Vector2(100, 200)"  → Vector2(100, 200)
"Color(1, 0, 0)"    → Color(1, 0, 0)
"#ff0000"            → Color(1, 0, 0)
"Color.RED"          → Color(1, 0, 0)
"true"               → true
"42"                 → 42

♻️ Rückgängig/Wiederherstellen bei allen Änderungen

Jedes add_node, delete_node, update_property, rename_node und move_node durchläuft das UndoRedo-System von Godot. Ihre Benutzer können jede KI-Aktion mit Strg+Z rückgängig machen.

🎯 Automatische 2D/3D-Erkennung

Physikkörper, Kollisionsformen, Audioplayer, Partikel und Navigationsknoten erkennen automatisch, ob das übergeordnete Element 2D oder 3D ist — der richtige Typ wird jedes Mal erstellt.

🔥 Integrierte Voreinstellungen

  • Beleuchtung: Sonne, Innenraum, dramatisch, Spot

  • Partikel: Feuer, Rauch, Regen, Schnee, Funken

  • Shader: canvas_item, spatial, particles, sky-Vorlagen

  • Audioeffekte: Reverb, Delay, Kompressor, EQ, Verzerrung, Chorus, Phaser

Kurzes Beispiel

AI: godot_connect
AI: create_scene path="res://scenes/level.tscn" rootType="Node2D"
AI: add_node type="CharacterBody2D" name="Player" parentPath="."
AI: add_node type="Sprite2D" name="Sprite" parentPath="Player"
AI: update_property path="Player/Sprite" property="texture" value="res://icon.svg"
AI: setup_collision path="Player" shapeType="rectangle" size="Vector2(32, 32)"
AI: create_script path="res://scripts/player.gd" content="extends CharacterBody2D..."
AI: attach_script nodePath="Player" scriptPath="res://scripts/player.gd"
AI: save_scene
AI: play_scene
AI: simulate_key key="Space"
AI: get_game_screenshot
AI: stop_scene

Architektur

server/src/
├── index.ts           TypeScript MCP server (stdio transport)
├── toolCatalog.ts     168 tool definitions with input schemas
└── godotBridge.ts     WebSocket client → Godot editor

addons/godot_mcp/
├── plugin.gd          Plugin entry point
├── websocket_server.gd Local WebSocket server (port 6505)
├── command_router.gd  Loads 20 handler modules, dispatches commands
└── commands/
    ├── base_commands.gd        Shared utilities (type parser, undo, I/O)
    ├── type_parser.gd          Smart string→Godot type conversion
    ├── undo_helper.gd          UndoRedo wrapper
    ├── core_commands.gd        Project, scene, node, script, editor (47 handlers)
    ├── editor_commands.gd      Screenshots, execute script (4)
    ├── input_commands.gd       Input simulation (7)
    ├── runtime_commands.gd     Game inspection & UI (15)
    ├── animation_commands.gd   Animation CRUD (6)
    ├── animation_tree_commands.gd  State machine & blend tree (8)
    ├── tilemap_commands.gd     Tile operations (6)
    ├── scene3d_commands.gd     3D scene building (6)
    ├── physics_commands.gd     Physics & collision (6)
    ├── particles_commands.gd   GPU particles + presets (5)
    ├── navigation_commands.gd  Nav regions & pathfinding (6)
    ├── audio_commands.gd       Audio players & bus effects (6)
    ├── theme_commands.gd       Theme & UI styling (6)
    ├── shader_commands.gd      Shader management (4)
    ├── resource_commands.gd    Resource & autoload (6)
    ├── batch_commands.gd       Batch operations (8)
    ├── testing_commands.gd     Testing & QA (5)
    ├── analysis_commands.gd    Code analysis (4)
    ├── profiling_commands.gd   Performance profiling (2)
    └── export_commands.gd      Export management (3)

Brückenprotokoll

JSON-RPC 2.0 über WebSocket (ws://127.0.0.1:6505):

→ { "jsonrpc": "2.0", "id": 1, "method": "add_node", "params": { "type": "Sprite2D", "name": "Player" } }
← { "jsonrpc": "2.0", "id": 1, "result": { "tool": "add_node", "data": { "path": "/root/Main/Player" } } }

Brücken-URL überschreiben: GODOT_WS_URL=ws://127.0.0.1:6505 node server/dist/index.js

Anforderungen

  • Godot 4.2+ (4.3+ empfohlen für TileMapLayer)

  • Node.js 18+

  • Jeder MCP-kompatible KI-Client

KI-Agent-Kontextdateien

Wenn sie in einem Godot-Projekt bereitgestellt werden, helfen diese Kontextdateien KI-Assistenten dabei, die verfügbaren Werkzeuge zu verstehen:

Datei

Zweck

Verwendet von

addons/godot_mcp/skills.md

Vollständige Referenz der 168 Werkzeuge mit Workflows

Alle KI-Agenten

AGENTS.md

Architektur + Zusammenfassung der Fähigkeiten

Codex, Gemini, Agenten

CLAUDE.md

Kurzübersicht + Build-Befehle

Claude Code

.github/copilot-instructions.md

Copilot-spezifische Anweisungen

GitHub Copilot

Referenzen

Available Tools

167 tools
add_animation_trackD

Add animation track. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_audio_busD

Add audio bus. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_audio_bus_effectC

Add effect to audio bus. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_audio_playerC

Add AudioStreamPlayer node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_autoloadC

Register autoload singleton. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_gridmapC

Create GridMap node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_mesh_instanceC

Add MeshInstance3D with primitive mesh. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_nodeC

Add node with type and optional properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_raycastC

Add RayCast2D or RayCast3D. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_resourceC

Attach resource to node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_scene_instanceC

Instance scene as a child node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_state_machine_stateC

Add AnimationTree state machine state. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

add_state_machine_transitionD

Add state machine transition. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

analyze_scene_complexityC

Analyze scene complexity metrics. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

analyze_signal_flowC

Analyze signal graph in project. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

apply_particle_presetC

Apply particle effect preset. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

assert_node_stateC

Assert node property value. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

assert_screen_textC

Assert screen text is visible. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

assign_shader_materialC

Assign ShaderMaterial to node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

attach_scriptC

Attach script to node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

bake_navigation_meshC

Bake navigation mesh. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

batch_get_propertiesC

Read multiple node properties in batch. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

batch_set_propertyC

Batch set property by filter. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

capture_framesC

Capture multiple game frames. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

clear_outputC

Clear output panel. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

click_button_by_textC

Click button by text content. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

compare_screenshotsD

Compare screenshots. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

connect_signalC

Connect node signal. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

create_animationC

Create new animation. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

create_animation_treeC

Create AnimationTree node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

create_particlesD

Create GPUParticles2D or GPUParticles3D. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

create_resourceC

Create resource file. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

create_sceneC

Create a new scene file. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

create_scriptC

Create a script file. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

create_shaderB

Create shader file from template. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

create_themeC

Create theme resource. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

cross_scene_set_propertyC

Set property across scenes. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

delete_nodeC

Delete node from scene. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

delete_sceneC

Delete a scene file. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

detect_circular_dependenciesC

Detect dependency cycles. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

disconnect_signalC

Disconnect node signal. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

duplicate_nodeC

Duplicate node and children. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

edit_resourceC

Edit resource properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

edit_scriptC

Edit script with replace or full content. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

edit_shaderD

Edit shader file. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

execute_editor_scriptC

Execute GDScript in editor context. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

execute_game_scriptC

Execute script in game context. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

export_projectC

Get export command or trigger export. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_nearby_nodesC

Find nearby nodes by position. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_node_referencesC

Search node references in files. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_nodes_by_scriptC

Find runtime nodes by script. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_nodes_by_typeC

Find nodes by class type. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_nodes_in_groupC

Find nodes in a group. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_script_referencesD

Find script references. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_signal_connectionsD

Find signal connections. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_ui_elementsC

Find UI elements in game. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

find_unused_resourcesC

Find unreferenced resources. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_animation_infoD

Get animation details. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_animation_tree_structureC

Inspect AnimationTree structure. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_audio_bus_layoutC

Get audio bus layout. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_audio_infoC

Get audio node information. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_autoloadC

Get autoload node details. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_collision_infoC

Get collision shape information. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_editor_errorsC

Get editor errors and stack traces. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_editor_performanceC

Get editor performance summary. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_editor_screenshotC

Capture editor viewport screenshot. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_export_infoC

Get export configuration info. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_filesystem_treeC

Get recursive file tree with optional filters. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_game_node_propertiesC

Read runtime node properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_game_scene_treeC

Get runtime scene hierarchy. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_game_screenshotC

Capture running game screenshot. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_input_actionsC

List input actions. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_navigation_infoD

Get navigation diagnostics. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_navigation_pathC

Calculate navigation path to target. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_node_groupsD

Get node groups. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_node_propertiesC

Get node properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_open_scriptsC

List scripts open in editor. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_output_logC

Get editor output log. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_particle_infoC

Get particle system details. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_performance_monitorsC

Get performance monitor values. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_physics_layersC

Get collision layer and mask. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_project_infoC

Get project metadata and autoload information. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_project_settingsC

Read project settings. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_project_statisticsC

Get project statistics summary. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_resource_previewC

Get resource preview thumbnail. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_scene_dependenciesD

Get scene dependencies. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_scene_file_contentC

Read raw .tscn content. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_scene_treeC

Get scene hierarchy from editor/runtime. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_shader_paramsC

Get shader params from material. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_signalsC

Inspect node signals and connections. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_test_reportC

Get test report. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

get_theme_infoC

Get theme override info. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

godot_commandA

Send a custom command to Godot bridge. This is a low-level escape hatch when a named tool is not enough.

Inputs: command (required), payload, timeoutMs, autoConnect.

godot_connectC

Connect to a running Godot bridge over WebSocket.

Inputs: timeoutMs.

godot_disconnectB

Disconnect from the Godot bridge.

Inputs: no named parameters.

godot_statusA

Return current connection status to the Godot bridge.

Inputs: no named parameters.

list_animationsC

List animations in AnimationPlayer. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

list_export_presetsC

List export presets. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

list_scriptsC

List scripts in project. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

monitor_propertiesC

Monitor property values over time. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

move_nodeC

Move or reparent node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

move_toC

Move actor to target. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

open_sceneC

Open a scene in editor. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

play_sceneC

Run scene from editor. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

project_path_to_uidC

Convert res:// path to UID. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

read_resourceC

Read resource properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

read_scriptC

Read script file content. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

read_shaderC

Read shader file. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

reload_pluginC

Reload plugin and reconnect bridge. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

reload_projectC

Rescan and reload project. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

remove_animationC

Remove animation. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

remove_autoloadC

Unregister autoload singleton. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

remove_state_machine_stateC

Remove state machine state. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

remove_state_machine_transitionC

Remove state machine transition. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

rename_nodeC

Rename node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

replay_recordingC

Replay recorded input. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

run_stress_testC

Run stress input test. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

run_test_scenarioC

Run automated test scenario. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

save_sceneC

Save current scene. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

search_filesC

Search files by pattern or glob. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

search_in_filesC

Search text across files. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_anchor_presetC

Set anchor preset for Control node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_animation_keyframeC

Set keyframe value. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_audio_busC

Configure audio bus properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_blend_tree_nodeD

Configure blend tree node. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_game_node_propertiesC

Set multiple runtime node properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_game_node_propertyC

Set runtime node property. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_input_actionC

Create or update input action. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_material_3dC

Set StandardMaterial3D properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_navigation_layersC

Set navigation layers. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_node_groupsD

Set node groups. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_particle_color_gradientC

Set particle color gradient. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_particle_materialC

Configure particle process material. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_physics_layersC

Set collision layer and mask. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_project_settingC

Set a project setting value. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_shader_paramC

Set shader uniform value. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_theme_colorC

Set theme color override. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_theme_constantC

Set theme constant override. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_theme_font_sizeD

Set theme font size override. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_theme_styleboxD

Set theme stylebox override. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

set_tree_parameterC

Set AnimationTree parameter. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

setup_camera_3dC

Set Camera3D properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

setup_collisionC

Add collision shapes. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

setup_environmentC

Configure world environment. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

setup_lightingC

Set up lighting nodes. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

setup_navigation_agentD

Set up navigation agent. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

setup_navigation_regionD

Set up navigation region. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

setup_physics_bodyC

Configure physics body properties. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

simulate_actionC

Simulate Godot Input action. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

simulate_keyC

Simulate keyboard input. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

simulate_mouse_clickC

Simulate mouse click. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

simulate_mouse_moveC

Simulate mouse movement. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

simulate_sequenceC

Run input sequence with delays. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

start_recordingC

Start input recording. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

stop_recordingC

Stop input recording. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

stop_sceneC

Stop running scene. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

tilemap_clearC

Clear all tilemap cells. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

tilemap_fill_rectC

Fill tile rectangle. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

tilemap_get_cellC

Get tile cell data. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

tilemap_get_infoC

Get tilemap metadata. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

tilemap_get_used_cellsC

List used tile cells. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

tilemap_set_cellC

Set single tile cell. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

uid_to_project_pathC

Convert UID to res:// project path. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

update_propertyD

Update node property. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

validate_scriptC

Validate script syntax. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

wait_for_nodeC

Wait for node to appear. (Compatibility tool)

Inputs: timeoutMs, autoConnect.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

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    TDQS

    C2.1/5.0

    Scored across 167 tools

    Disambiguation2/5

    With 167 tools, significant overlap exists between generic utilities (add_node) and specific variants (add_mesh_instance, add_audio_player). Multiple property accessors (get_node_properties, batch_get_properties, get_game_node_properties) operate in different contexts but have minimal descriptions that fail to clarify when to use each, causing high risk of misselection.

    Naming Consistency3/5

    While predominantly using snake_case verb_noun patterns, inconsistencies emerge with tilemap_* prefixing, godot_* prefixing for connection tools, and mixed verb choices (add/create/remove/delete). Some tools use noun_verb ordering (uid_to_project_path) while others use verb_noun, and similar operations lack parallel structure (cross_scene_set_property vs batch_set_property).

    Tool Count1/5

    At 167 tools, this vastly exceeds the 50+ threshold for extreme mismatch. Despite Godot's complexity, this quantity will overwhelm agent context windows and selection logic. A more coherent design would use fewer tools with parameters rather than discrete endpoints for every operation.

    Completeness4/5

    The set provides extensive coverage across Godot subsystems including scene management, scripting, animation, audio, physics, UI, and testing. While the granularity is inconsistent (some operations have specific tools while others rely on generic ones), there appear to be few functional gaps for core game engine workflows.

    Maintenance

    ActivityInactive
    ResponsivenessNo recent community issues

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