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Gear

Made with Godot npm

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 gear

Or install globally:

npm install -g gear-godot-mcp
gear

2) 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/projects directory"

  • "Create scenes/Player.tscn with a CharacterBody2D root 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

compact (default)

33 core + 78 on-demand

Token efficient, loaded on demand

full

110+

All tools exposed

legacy

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

scene_advanced

3

Node duplication, reparenting, loading sprites

runtime

4

Runtime scene inspection, property modification

dap

6

Breakpoints, stepping, stack traces

lsp

3

Code completion, hover, symbol list

testing

6

Screenshots, input injection

animation

5

Animations, tracks, state machines

resource

4

Materials, shaders, resource creation

...

...

And more

How to Use Tool Groups

1. Auto-activation (Recommended)

Use tool.catalog to search for relevant tools; matching tool groups will activate automatically

2. Manual Activation

Use tool.groups to manually activate specific tool groups "Activate the dap tool group for debugging"

3. Deactivation

Use tool.groups to reset activated groups


Installation

npx -y gear

Method B: Global Installation

npm install -g gear-godot-mcp
gear

Method 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.js

Feature 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

GEAR_TOOL_PROFILE

Tool exposure mode

compact

GODOT_PATH

Path to Godot executable

Auto-detected

GODOT_BRIDGE_PORT

Bridge service port

6505

GEAR_TOOLS_PAGE_SIZE

Tool list page size

33

DEBUG

Debug logs

false


FAQ

Issue

Solution

Godot not found

Set GODOT_PATH environment variable

Tool list empty

Restart MCP client

Invalid project path

Confirm project.godot file exists

Runtime tools not working

Install and enable the runtime addon plugin

Tool not found

Use tool.catalog to search and activate relevant tool groups


License

MIT — See LICENSE for details.

Acknowledgments

Available Tools

33 tools
class-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-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

    A3.6/5.0

    Scored across 33 tools

    Disambiguation4/5

    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.

    Naming Consistency5/5

    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.

    Tool Count3/5

    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).

    Completeness4/5

    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.

    Maintenance

    ActivityInactive
    ResponsivenessNo recent community issues

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