Godot MCP Bridge
Godot MCP Pro
168 инструментов на базе ИИ для редактора Godot 4 — подключите своего ИИ-ассистента (Claude, Cursor, Cline, Copilot) к Godot и создавайте игры с помощью естественного языка.
Как это работает
Подключите своего ИИ-ассистента к Godot менее чем за 5 минут.
1. Установите плагин
Скопируйте addons/godot_mcp/ в ваш проект Godot. Включите его в разделе Project > Project Settings > Plugins. Плагин автоматически запустит WebSocket-сервер внутри редактора.
2. Соберите MCP-сервер
cd server
npm install && npm run buildЭто скомпилирует TypeScript MCP-сервер, который связывает ваш ИИ-клиент с плагином Godot.
3. Начните разработку с ИИ
Добавьте сервер в конфигурацию MCP вашего ИИ-клиента. Откройте Godot, и ваш ИИ-ассистент получит доступ в реальном времени к 168 инструментам — созданию сцен, редактированию скриптов, симуляции ввода и анализу запущенной игры.
Related MCP server: godot-mcp
Конфигурация MCP-клиента
Claude Code / Claude Desktop
Добавьте в .claude/mcp.json:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/server/dist/index.js"]
}
}
}VS Code / Cursor
Добавьте в .vscode/mcp.json:
{
"servers": {
"godot": {
"command": "node",
"args": ["./server/dist/index.js"]
}
}
}Любой stdio MCP-клиент
node server/dist/index.jsСервер обменивается данными через stdio (stdin/stdout) с использованием протокола MCP.
Автоматизированная настройка (рекомендуется)
cd server
npm run runЭто автоматически выполнит следующие действия:
Сборка MCP-сервера
Поиск
project.godotв родительских папках (илиGODOT_PROJECT_PATH)Синхронизация аддона в
addons/godot_mcpВключение плагина в
project.godotСоздание файлов конфигурации MCP
Синхронизация файлов контекста ИИ
Категории инструментов
# | Категория | Инструменты | Основное |
1 | Проект | 7 | Чтение/запись настроек, преобразование UID |
2 | Сцена | 9 | Создание, открытие, запуск, остановка, инстанцирование, сохранение |
3 | Узел | 14 | Добавление/удаление/переименование/перемещение с UndoRedo, сигналы, группы |
4 | Скрипт | 8 | CRUD, привязка, проверка, поиск по номерам строк |
5 | Редактор | 10 | Скриншоты, выполнение GDScript, журнал ошибок, перезагрузка |
6 | Ввод | 7 | Клавиатура, мышь, симуляция действий, последовательности |
7 | Runtime | 19 | Инспекция игры, захват кадров, запись/воспроизведение, UI |
8 | Анимация | 6 | CRUD, треки, ключевые кадры |
9 | AnimationTree | 8 | Конечный автомат, переходы, дерево смешивания |
10 | TileMap | 6 | Операции с ячейками (TileMapLayer для Godot 4.3+) |
11 | 3D-сцена | 6 | Примитивы мешей, импорт .glb, пресеты освещения, PBR |
12 | Физика | 6 | Автоматические 2D/3D коллизии, raycasts, слои |
13 | Частицы | 5 | GPU-частицы + пресеты огня/дыма/дождя/снега/искр |
14 | Навигация | 6 | Регион, агент, запекание, поиск пути |
15 | Аудио | 6 | Плеер (авто 2D/3D), цепочка эффектов шины |
16 | Тема/UI | 6 | StyleBoxFlat, переопределение цвета/констант/шрифтов |
17 | Шейдер | 6 | Шаблоны (canvas_item, spatial, particles, sky) |
18 | Ресурс | 6 | CRUD .tres, управление автозагрузкой |
19 | Пакетная обработка | 8 | Поиск по типу, массовая установка, анализ зависимостей |
20 | Тестирование | 6 | Автоматизированные сценарии, утверждения, стресс-тестирование |
21 | Анализ | 4 | Сложность сцены, поток сигналов, неиспользуемые ресурсы |
22 | Профилирование | 2 | Мониторы FPS, памяти, физики, рендеринга |
23 | Экспорт | 3 | Список пресетов, команды сборки |
Всего | 168 | + 4 основных инструмента подключения |
Ключевые особенности
🧠 Умный парсинг типов
Нет необходимости вручную создавать сложные объекты. Значения свойств конвертируются автоматически:
"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♻️ Отмена/повтор всех изменений
Каждое действие add_node, delete_node, update_property, rename_node и move_node проходит через систему UndoRedo в Godot. Пользователи могут нажать Ctrl+Z для отмены любого действия ИИ.
🎯 Автоматическое определение 2D/3D
Физические тела, формы коллизий, аудио-плееры, частицы и узлы навигации автоматически определяют, является ли родитель 2D или 3D — нужный тип создается каждый раз.
🔥 Встроенные пресеты
Освещение: солнце, интерьер, драматическое, прожектор
Частицы: огонь, дым, дождь, снег, искры
Шейдеры: шаблоны canvas_item, spatial, particles, sky
Аудиоэффекты: реверберация, задержка, компрессор, эквалайзер, дисторшн, хорус, фейзер
Краткий пример
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_sceneАрхитектура
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)Протокол моста
JSON-RPC 2.0 через 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" } } }Переопределение URL моста: GODOT_WS_URL=ws://127.0.0.1:6505 node server/dist/index.js
Требования
Godot 4.2+ (4.3+ рекомендуется для TileMapLayer)
Node.js 18+
Любой MCP-совместимый ИИ-клиент
Файлы контекста ИИ-агента
При развертывании в проекте Godot эти файлы контекста помогают ИИ-ассистентам понять доступные инструменты:
Файл | Назначение | Используется |
| Полный справочник из 168 инструментов с рабочими процессами | Все ИИ-агенты |
| Архитектура + сводка возможностей | Codex, Gemini, агенты |
| Краткий справочник + команды сборки | Claude Code |
| Инструкции для Copilot | GitHub Copilot |
Ссылки
Available Tools
167 toolsadd_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.
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_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_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_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
Scored across 167 tools
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.
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).
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.
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.
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