Godot MCP Bridge
Godot MCP Pro
168 个 AI 驱动的 Godot 4 编辑器工具 — 将您的 AI 助手(Claude、Cursor、Cline、Copilot)连接到 Godot,并使用自然语言构建游戏。
工作原理
在 5 分钟内将您的 AI 助手连接到 Godot。
1. 安装插件
将 addons/godot_mcp/ 复制到您的 Godot 项目中。在 项目 > 项目设置 > 插件 中启用它。该插件会自动在编辑器内启动一个 WebSocket 服务器。
2. 构建 MCP 服务器
cd server
npm install && npm run build这将编译 TypeScript MCP 服务器,该服务器将您的 AI 客户端连接到 Godot 插件。
3. 开始使用 AI 构建
将服务器添加到您的 AI 客户端的 MCP 配置中。打开 Godot,您的 AI 助手现在可以实时访问 168 个工具 — 创建场景、编辑脚本、模拟输入以及分析正在运行的游戏。
Related MCP server: godot-mcp
MCP 客户端配置
Claude Code / Claude Desktop
添加到 .claude/mcp.json:
{
"mcpServers": {
"godot": {
"command": "node",
"args": ["/absolute/path/to/server/dist/index.js"]
}
}
}VS Code / Cursor
添加到 .vscode/mcp.json:
{
"servers": {
"godot": {
"command": "node",
"args": ["./server/dist/index.js"]
}
}
}任何 stdio MCP 客户端
node server/dist/index.js服务器使用 MCP 协议通过 stdio (stdin/stdout) 进行通信。
自动化设置(推荐)
cd server
npm run run这将自动执行以下操作:
构建 MCP 服务器
检测父文件夹中的
project.godot(或GODOT_PROJECT_PATH)将插件同步到
addons/godot_mcp在
project.godot中启用插件创建 MCP 配置文件
同步 AI 上下文文件
工具类别
# | 类别 | 工具 | 亮点 |
1 | 项目 | 7 | 设置读写,UID 转换 |
2 | 场景 | 9 | 创建、打开、播放、停止、实例化、保存 |
3 | 节点 | 14 | 支持撤销/重做的添加/删除/重命名/移动,信号,组 |
4 | 脚本 | 8 | CRUD,附加,验证,带行号的搜索 |
5 | 编辑器 | 10 | 截图,执行 GDScript,错误日志,重载 |
6 | 输入 | 7 | 键盘、鼠标、动作模拟、序列 |
7 | 运行时 | 19 | 游戏检查,帧捕获,录制/回放,UI |
8 | 动画 | 6 | CRUD,轨道,关键帧 |
9 | 动画树 | 8 | 状态机,转换,混合树 |
10 | TileMap | 6 | 单元格操作(Godot 4.3+ 使用 TileMapLayer) |
11 | 3D 场景 | 6 | 网格基元,.glb 导入,灯光预设,PBR |
12 | 物理 | 6 | 自动 2D/3D 碰撞,射线检测,层 |
13 | 粒子 | 5 | GPU 粒子 + 火焰/烟雾/雨/雪/火花预设 |
14 | 导航 | 6 | 区域,代理,烘焙,寻路 |
15 | 音频 | 6 | 播放器(自动 2D/3D),总线效果链 |
16 | 主题/UI | 6 | StyleBoxFlat,颜色/常量/字体覆盖 |
17 | 着色器 | 6 | 模板 (canvas_item, spatial, particles, sky) |
18 | 资源 | 6 | .tres CRUD,自动加载管理 |
19 | 批处理 | 8 | 按类型查找,批量设置,依赖分析 |
20 | 测试 | 6 | 自动化场景,断言,压力测试 |
21 | 分析 | 4 | 场景复杂度,信号流,未使用的资源 |
22 | 性能分析 | 2 | FPS,内存,物理,渲染监视器 |
23 | 导出 | 3 | 预设列表,构建命令 |
总计 | 168 | + 4 个核心连接工具 |
主要功能
🧠 智能类型解析
无需手动构建复杂的对象。属性值会自动转换:
"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♻️ 所有变更均支持撤销/重做
每一个 add_node、delete_node、update_property、rename_node 和 move_node 操作都会通过 Godot 的 UndoRedo 系统。您的用户可以 Ctrl+Z 撤销任何 AI 操作。
🎯 自动 2D/3D 检测
物理实体、碰撞形状、音频播放器、粒子和导航节点会自动检测父级是 2D 还是 3D — 每次都能创建正确的类型。
🔥 内置预设
灯光:太阳、室内、戏剧性、聚光灯
粒子:火焰、烟雾、雨、雪、火花
着色器:canvas_item, spatial, particles, sky 模板
音频效果:混响、延迟、压缩器、均衡器、失真、合唱、移相器
快速示例
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架构
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)网桥协议
基于 WebSocket 的 JSON-RPC 2.0 (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" } } }覆盖网桥 URL:GODOT_WS_URL=ws://127.0.0.1:6505 node server/dist/index.js
要求
Godot 4.2+ (TileMapLayer 建议使用 4.3+)
Node.js 18+
任何兼容 MCP 的 AI 客户端
AI 代理上下文文件
当部署到 Godot 项目时,这些上下文文件有助于 AI 助手理解可用的工具:
文件 | 用途 | 使用者 |
| 包含工作流的完整 168 个工具参考 | 所有 AI 代理 |
| 架构 + 功能摘要 | Codex, Gemini, 代理 |
| 快速参考 + 构建命令 | Claude Code |
| Copilot 特定指令 | GitHub Copilot |
参考
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
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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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