Gear
The Gear server is an MCP server embedded in the Godot editor that gives AI clients programmatic control over Godot 4 projects through 109 tools across 26 domains.
Project Management: List, open, and inspect Godot projects; read/write project settings; search project files for text or regex patterns.
Editor Control: Launch the Godot editor GUI, run/stop projects, capture debug output, check editor connection status, and query the installed Godot version.
Scene Editing: Create/save/inspect scenes; add, delete, move, and configure nodes (full ClassDB support); set node properties with type conversion (Vector2, Color, etc.); connect signals between nodes.
Scripting: Create GDScripts with templates (singleton, state_machine, component, resource), modify existing scripts (add functions/variables/signals), and analyze script structure.
Class & Resource Introspection: Query Godot classes from ClassDB; get detailed info on methods, properties, signals, and enums; analyze resource dependencies and detect circular references.
Export & Build: List export presets and build distributable executables for multiple platforms.
Runtime & Debugging: Monitor live game instances; access LSP diagnostics, DAP console output; manage breakpoints and step-through debugging.
Project Visualization: Generate interactive browser-based visual maps of all scripts, connections, and project structure.
Asset Downloads: Pull CC0 assets from Poly Haven, AmbientCG, and Kenney.
Testing & DX: Inject inputs, take screenshots, run headless, assert logs, snapshot sessions, and track development intent.
Dynamic Tool Groups: Activate on-demand tool groups covering animations, tilemaps, audio, navigation, theming, autoloads, plugins, UID handling, and more.
Tool Discovery: Search and catalog all available tools by keyword, with auto-activation of matching dynamic groups.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Gear create a new scene with a CharacterBody2D root node"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Gear
Gear allows AI assistants to directly run, inspect, modify, and debug your Godot projects.
Quick Start (3 Minutes)
Requirements
Godot 4.x
Node.js 18+
MCP-supported client (Claude Desktop, Cursor, Cline, etc.)
1) Start Gear
npx -y gearOr install globally:
npm install -g gear-godot-mcp
gear2) Configure MCP Client
Add the following to your client's configuration file (e.g., Claude Desktop):
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "gear"],
"env": {
"GODOT_PATH": "/path/to/godot"
}
}
}
}3) Try These Commands
"List all Godot projects in the
/your/projectsdirectory""Create
scenes/Player.tscnwith aCharacterBody2Droot node""Run the project, get debug output, and fix the errors"
Related MCP server: Godot MCP Enhanced
Why Use Gear
Core Advantages
Feature | Description |
Real-time Feedback | Run games, check logs, and fix issues instantly |
110+ Tools | Covers scenes/scripts/resources/runtime/LSP/debugging/input/assets |
Token Efficient | Only 33 core tools exposed by default; activate others on demand |
Dynamic Tool Groups | Automatically activate relevant tool groups when searching for tools |
Deep Integration | ClassDB queries, runtime inspection, and breakpoint debugging |
Use Cases
✅ Indie developers using AI to accelerate development
✅ Teams needing AI to understand real project/runtime states
✅ Heavy debugging workflows (breakpoints, stack traces, runtime inspection)
Tool Usage Modes
Tool Exposure Levels
Gear has three tool exposure modes:
Mode | Tool Count | Description |
| 33 core + 78 on-demand | Token efficient, loaded on demand |
| 110+ | All tools exposed |
| 110+ | Same as full |
Dynamic Tool Groups in compact Mode
In compact mode, the 78 additional tools are organized into 22 dynamic tool groups:
Tool Group | Tool Count | Description |
| 3 | Node duplication, reparenting, loading sprites |
| 4 | Runtime scene inspection, property modification |
| 6 | Breakpoints, stepping, stack traces |
| 3 | Code completion, hover, symbol list |
| 6 | Screenshots, input injection |
| 5 | Animations, tracks, state machines |
| 4 | Materials, shaders, resource creation |
... | ... | And more |
How to Use Tool Groups
1. Auto-activation (Recommended)
Use
tool.catalogto search for relevant tools; matching tool groups will activate automatically
2. Manual Activation
Use
tool.groupsto manually activate specific tool groups "Activate thedaptool group for debugging"
3. Deactivation
Use
tool.groupsto reset activated groups
Installation
Method A: npx (Recommended)
npx -y gearMethod B: Global Installation
npm install -g gear-godot-mcp
gearMethod C: Source Installation
git clone https://github.com/HaD0Yun/Gear-godot-mcp.git
cd Gear-godot-mcp
npm install
npm run build
node build/index.jsFeature Overview
Scene Editing
Create scenes, add/delete nodes
Modify node properties
Node reparenting
Script Workflow
Create/modify scripts
Analyze script structure
Symbol renaming
Runtime Debugging
Inspect runtime scene tree
Set breakpoints, step through code
View variable values
Input & Screenshots
Inject keyboard/mouse input
Capture game screen
Viewport capture
Asset Management
Search CC0 assets (Poly Haven, AmbientCG, Kenney)
Download resources to project
Environment Variables
Variable | Purpose | Default Value |
| Tool exposure mode |
|
| Path to Godot executable | Auto-detected |
| Bridge service port |
|
| Tool list page size |
|
| Debug logs |
|
FAQ
Issue | Solution |
Godot not found | Set |
Tool list empty | Restart MCP client |
Invalid project path | Confirm |
Runtime tools not working | Install and enable the runtime addon plugin |
Tool not found | Use |
Related Links
License
MIT — See LICENSE for details.
Acknowledgments
Original MCP server from Coding-Solo
Gear enhancements developed by HaD0Yun
Project visualization features inspired by tomyud1/godot-mcp
Available Tools
33 toolsclass-infoA
[compact alias of query_class_info] Get detailed information about a specific Godot class: methods, properties, signals, enums. Use to discover available properties before calling add_node/create_resource/set_node_properties, or to find methods before call_runtime_method.
Inputs: projectPath (required), className (required), includeInherited.
class-queryA
[compact alias of query_classes] Query available Godot classes from ClassDB with filtering. Use to discover node types, resource types, or any class before using add_node/create_resource. Categories: node, node2d, node3d, control, resource, physics, physics2d, audio, visual, animation.
Inputs: projectPath (required), filter, category, instantiableOnly.
dap-outputB
[compact alias of dap_get_output] Get captured Godot DAP console output lines
Inputs: no named parameters.
editor-debug-outputA
[compact alias of get_debug_output] Retrieves console output and errors from the currently running Godot project. Use after run_project to check logs, errors, and print statements. Returns empty if no project is running.
Inputs: reason (required).
editor-launchA
[compact alias of launch_editor] Opens the Godot editor GUI for a project. Use when visual inspection or manual editing of scenes/scripts is needed. Opens a new window on the host system. Requires: project directory with project.godot file.
Inputs: projectPath (required).
editor-runA
[compact alias of run_project] Launches a Godot project in a new window and captures output. Use to test gameplay or verify script behavior. Runs until stop_project is called. Use get_debug_output to retrieve logs.
Inputs: projectPath (required), scene.
editor-statusA
[compact alias of get_editor_status] Returns the connection status of the Godot Editor Plugin bridge. Use to check if the editor is connected before using scene/resource tools that require the editor plugin.
Inputs: no named parameters.
editor-stopA
[compact alias of stop_project] Terminates the currently running Godot project process. Use to stop a project started with run_project. No effect if no project is running.
Inputs: reason (required).
editor-versionA
[compact alias of get_godot_version] Returns the installed Godot engine version string. Use to check compatibility (e.g., Godot 4.4+ features like UID). Returns version like "4.3.stable" or "4.4.dev".
Inputs: reason (required).
export-presetsA
[compact alias of list_export_presets] Lists all export presets defined in export_presets.cfg. Use before export_project to see available targets (Windows, Linux, Android, etc.).
Inputs: projectPath (required), includeTemplateStatus.
export-runA
[compact alias of export_project] Exports the project to a distributable format. Use to build final game executables. Requires export templates installed.
Inputs: projectPath (required), preset (required), outputPath (required), debug.
lsp-diagnosticsC
[compact alias of lsp_get_diagnostics] Get GDScript diagnostics from Godot Language Server for a script file.
Inputs: projectPath (required), scriptPath (required).
project-infoA
[compact alias of get_project_info] Returns metadata about a Godot project including name, version, main scene, autoloads, and directory structure. Use to understand project before modifying. Requires valid project.godot.
Inputs: projectPath (required).
project-listA
[compact alias of list_projects] Scans a directory for Godot projects (folders containing project.godot). Use to discover projects before using other tools. Returns array of {path, name}.
Inputs: directory (required), recursive.
project-searchA
[compact alias of search_project] Searches for text or regex patterns across project files. Use to find function usages, variable references, or TODOs. Returns file paths and line numbers.
Inputs: projectPath (required), query (required), fileTypes, regex, +2 more.
project-setting-getA
[compact alias of get_project_setting] Reads a value from project.godot settings. Use to check game name, window size, physics settings, etc.
Inputs: projectPath (required), setting (required).
project-setting-setA
[compact alias of set_project_setting] Writes a value to project.godot settings. Use to configure game name, window size, physics, etc.
Inputs: projectPath (required), setting (required), value (required).
resource-dependenciesA
[compact alias of get_dependencies] Analyzes resource dependencies and detects circular references. Use to understand what a scene/script depends on before refactoring.
Inputs: projectPath (required), resourcePath (required), depth, includeBuiltin.
runtime-statusA
[compact alias of get_runtime_status] Checks if a Godot game instance is running and connected for live debugging. Use before other runtime tools.
Inputs: projectPath (required).
scene-createA
[compact alias of create_scene] Creates a new Godot scene file (.tscn) with a specified root node type. Use to start building new game levels, UI screens, or reusable components. The scene is saved automatically after creation.
Inputs: projectPath (required), scenePath (required), rootNodeType.
scene-node-addA
[compact alias of add_node] Adds ANY node type to an existing scene. This is the universal node creation tool — replaces all specialized create_* node tools. Supports ALL ClassDB node types (Camera3D, DirectionalLight3D, AudioStreamPlayer, HTTPRequest, RayCast3D, etc.). Set any property via the properties parameter with type conversion support (Vector2, Vector3, Color, etc.). Use query_classes to discover available node types. Use query_class_info to discover available properties for a type.
Inputs: projectPath (required), scenePath (required), nodeType (required), nodeName (required), +2 more.
scene-node-deleteA
[compact alias of delete_node] Removes a node and all its children from a scene. Use to clean up unused nodes. Cannot delete root node. Scene is saved automatically unless saveScene=false.
Inputs: projectPath (required), scenePath (required), nodePath (required), saveScene.
scene-node-propertiesA
[compact alias of get_node_properties] Returns all properties of a specific node in a scene. Use to inspect current values before modifying. Returns property names, values, and types.
Inputs: projectPath (required), scenePath (required), nodePath (required), includeDefaults.
scene-nodesA
[compact alias of list_scene_nodes] Returns complete scene tree structure with all nodes, types, and hierarchy. Use to understand scene organization before modifying. Returns nested tree with node paths.
Inputs: projectPath (required), scenePath (required), depth, includeProperties.
scene-node-setA
[compact alias of set_node_properties] Sets multiple properties on a node in a scene. Prerequisite: scene and node must exist (use create_scene and add_node first). Use to modify position, scale, rotation, or any node-specific properties. Scene is saved automatically unless saveScene=false.
Inputs: projectPath (required), scenePath (required), nodePath (required), properties (required), +1 more.
scene-saveA
[compact alias of save_scene] Saves changes to a scene file or creates a variant at a new path. Most scene modification tools save automatically, but use this for explicit saves or creating variants.
Inputs: projectPath (required), scenePath (required), newPath.
script-createA
[compact alias of create_script] Creates a new GDScript (.gd) file with optional templates. Use to generate scripts for game logic. Templates: "singleton" (autoload), "state_machine" (FSM), "component" (modular), "resource" (custom Resource).
Inputs: projectPath (required), scriptPath (required), className, extends, +3 more.
script-infoA
[compact alias of get_script_info] Analyzes a GDScript and returns its structure: functions, variables, signals, class_name, extends. Use before modify_script to understand existing code.
Inputs: projectPath (required), scriptPath (required), includeInherited.
script-modifyA
[compact alias of modify_script] Adds functions, variables, or signals to an existing GDScript. Use to extend scripts without manual editing. Supports @export, @onready annotations and type hints.
Inputs: projectPath (required), scriptPath (required), modifications (required), reason.
signal-connectA
[compact alias of connect_signal] Creates a signal connection between nodes in a scene. Prerequisite: source and target nodes must exist. Use to wire up button clicks, collision events, custom signals. Saved to scene file.
Inputs: projectPath (required), scenePath (required), sourceNodePath (required), signalName (required), +3 more.
tool-catalogA
[compact alias of tool_catalog] Discover available tools including hidden legacy tools. Use query to search by capability keywords. Results include group categorization (core/dynamic). Matching dynamic groups are auto-activated and become available immediately. Core groups (always visible): core_meta, core_project, core_editor, core_scene, core_script, core_class, core_signal, core_resource, core_export, core_runtime, core_visualizer, core_diagnostics. Dynamic groups (on-demand): scene_advanced, uid, import_export, autoload, signal, runtime, resource, animation, plugin, input, tilemap, audio, navigation, theme_ui, asset_store, testing, dx_tools, intent_tracking, class_advanced, lsp, dap, version_gate.
Inputs: query, limit.
tool-groupsA
[compact alias of manage_tool_groups] Manage tool groups. Actions: list (show all core + dynamic groups), activate (enable a dynamic group), deactivate (disable a dynamic group), reset (disable all dynamic), status (show current state). Core groups (always visible, 33 tools): core_meta, core_project, core_editor, core_scene, core_script, core_class, core_signal, core_resource, core_export, core_runtime, core_visualizer, core_diagnostics. Dynamic groups (on-demand, 78 tools): scene_advanced, uid, import_export, autoload, signal, runtime, resource, animation, plugin, input, tilemap, audio, navigation, theme_ui, asset_store, testing, dx_tools, intent_tracking, class_advanced, lsp, dap, version_gate.
Inputs: action (required), group.
visualizer-mapA
[compact alias of map_project] Crawl the entire Godot project and build an interactive visual map of all scripts showing their structure (variables, functions, signals), connections (extends, preloads, signal connections), and descriptions. Opens an interactive browser-based visualization at localhost:6505.
Inputs: projectPath (required), root, include_addons.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
TDQS
Scored across 33 tools
Most tools have clearly distinct purposes, especially with descriptive aliases. However, the large number of tools (33) and some overlap between output-related tools (dap-output, editor-debug-output, lsp-diagnostics) could cause minor confusion, though descriptions clarify the sources.
All tool names follow a consistent lowercase-with-hyphens pattern (e.g., class-info, editor-run). No mixed conventions or irregular formats, making it predictable for an agent.
33 tools is above the typical well-scoped range (3-15). While the breadth of Godot development justifies many tools, the count is borderline high and may overwhelm agents, despite the management tools (tool-catalog, tool-groups).
The toolset covers core Godot workflows: project, scene, script, class, export, runtime, debugging, and diagnostics. Minor gaps exist (e.g., no explicit file delete or node rename), but essential CRUD and lifecycle operations are present.
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