@beremaran/godot-agent-loop 1.0.0

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Files changed (70) hide show
  1. package/LICENSE +23 -0
  2. package/README.md +925 -0
  3. package/addons/godot_agent_loop/LICENSE +23 -0
  4. package/addons/godot_agent_loop/README.md +31 -0
  5. package/addons/godot_agent_loop/plugin.cfg +8 -0
  6. package/addons/godot_agent_loop/plugin.gd +417 -0
  7. package/agent-plugin/.claude-plugin/plugin.json +19 -0
  8. package/agent-plugin/.codex-plugin/plugin.json +37 -0
  9. package/agent-plugin/.mcp.json +14 -0
  10. package/agent-plugin/adapter-manifest.json +45 -0
  11. package/agent-plugin/pi/extension.ts +136 -0
  12. package/agent-plugin/skills/build-godot-game/SKILL.md +41 -0
  13. package/agent-plugin/skills/debug-godot-game/SKILL.md +37 -0
  14. package/agent-plugin/skills/ship-godot-game/SKILL.md +46 -0
  15. package/agent-plugin/skills/ship-godot-game/agents/openai.yaml +4 -0
  16. package/agent-plugin/skills/verify-godot-change/SKILL.md +35 -0
  17. package/build/authoring-session-manager.js +237 -0
  18. package/build/domain-tool-registries.js +207 -0
  19. package/build/editor-bridge-protocol.js +1 -0
  20. package/build/editor-connection.js +112 -0
  21. package/build/editor-mutation-guard.js +30 -0
  22. package/build/editor-plugin-installer.js +220 -0
  23. package/build/engine-api/extension_api-4.7.stable.official.5b4e0cb0f.json +356830 -0
  24. package/build/game-command-service.js +49 -0
  25. package/build/game-connection.js +337 -0
  26. package/build/godot-executable.js +156 -0
  27. package/build/godot-process-manager.js +112 -0
  28. package/build/godot-subprocess.js +23 -0
  29. package/build/headless-operation-runner.js +68 -0
  30. package/build/headless-operation-service.js +65 -0
  31. package/build/index.js +478 -0
  32. package/build/interaction-server-installer.js +234 -0
  33. package/build/opencode-setup.js +199 -0
  34. package/build/project-support.js +219 -0
  35. package/build/runtime-protocol.js +202 -0
  36. package/build/scripts/godot_operations.gd +1534 -0
  37. package/build/scripts/mcp_editor_plugin.gd +417 -0
  38. package/build/scripts/mcp_interaction_server.gd +1255 -0
  39. package/build/scripts/mcp_runtime/audio_animation_domain.gd +568 -0
  40. package/build/scripts/mcp_runtime/command_params.gd +339 -0
  41. package/build/scripts/mcp_runtime/core_domain.gd +591 -0
  42. package/build/scripts/mcp_runtime/input_domain.gd +695 -0
  43. package/build/scripts/mcp_runtime/networking_domain.gd +356 -0
  44. package/build/scripts/mcp_runtime/physics_domain.gd +653 -0
  45. package/build/scripts/mcp_runtime/privileged_command_policy.gd +81 -0
  46. package/build/scripts/mcp_runtime/rendering_domain.gd +807 -0
  47. package/build/scripts/mcp_runtime/runtime_domain.gd +108 -0
  48. package/build/scripts/mcp_runtime/scene_2d_domain.gd +527 -0
  49. package/build/scripts/mcp_runtime/scene_3d_domain.gd +573 -0
  50. package/build/scripts/mcp_runtime/system_domain.gd +277 -0
  51. package/build/scripts/mcp_runtime/ui_domain.gd +619 -0
  52. package/build/scripts/mcp_runtime/variant_codec.gd +335 -0
  53. package/build/scripts/validate_script.gd +28 -0
  54. package/build/server-instructions.js +11 -0
  55. package/build/session-timing.js +20 -0
  56. package/build/tool-argument-validation.js +120 -0
  57. package/build/tool-definitions.js +2727 -0
  58. package/build/tool-handlers/game-tool-handlers.js +1345 -0
  59. package/build/tool-handlers/lifecycle-tool-handlers.js +346 -0
  60. package/build/tool-handlers/project-handler-services.js +1458 -0
  61. package/build/tool-handlers/project-tool-handlers.js +1506 -0
  62. package/build/tool-handlers/visual-regression-service.js +139 -0
  63. package/build/tool-manifest.js +1193 -0
  64. package/build/tool-mutation-policy.js +122 -0
  65. package/build/tool-registry.js +34 -0
  66. package/build/tool-surface.js +70 -0
  67. package/build/utils.js +273 -0
  68. package/package.json +110 -0
  69. package/product.json +52 -0
  70. package/scripts/prepare-package.js +42 -0
package/README.md ADDED
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+
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+ # Godot Agent Loop
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+
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+ **Build it. Play it. Prove it.**
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+
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+ An evidence-first MCP automation loop for Godot 4.
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+
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+ [![MCP Server](https://badge.mcpx.dev?type=server 'MCP Server')](https://modelcontextprotocol.io/introduction)
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+ [![Made with Godot](https://img.shields.io/badge/Made%20with-Godot-478CBF?style=flat&logo=godot%20engine&logoColor=white)](https://godotengine.org)
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+ [![TypeScript](https://img.shields.io/badge/TypeScript-3178C6?style=flat&logo=typescript&logoColor=white 'TypeScript')](https://www.typescriptlang.org/)
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+ [![MIT License](https://img.shields.io/badge/License-MIT-red.svg 'MIT License')](https://opensource.org/licenses/MIT)
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+
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+ Other integrations give agents tools. Godot Agent Loop gives them a tested
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+ feedback loop to author, run, observe, playtest, and independently verify Godot
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+ games.
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+
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+ [![Watch the 65-second cold-agent proof](assets/demo/godot-agent-loop-launch-poster.png)](assets/demo/godot-agent-loop-launch.mp4)
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+
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+ [Watch the 65-second proof](assets/demo/godot-agent-loop-launch.mp4) ·
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+ [Read the exact run evidence](docs/launch/launch-evidence.md) ·
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+ [Inspect the resulting project](examples/launch-demo)
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+
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+ <!-- generated-coverage-badge:start -->
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+ [![E2E tools: 167/167](https://img.shields.io/badge/E2E_tools-167%2F167-brightgreen)](docs/coverage/coverage-report.md)
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+ <!-- generated-coverage-badge:end -->
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+
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+ ## Start the loop
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+
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+ ```bash
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+ claude mcp add godot-agent-loop -- npx -y @beremaran/godot-agent-loop@1.0.0
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+ ```
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+
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+ Then point the agent at a project directory—or an empty directory—and describe
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+ the playable result. The server teaches and supports this loop:
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+
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+ ```text
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+ author → validate → run → observe → playtest → verify → refine
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+ ```
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+
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+ The compact default surface exposes 39 tools for that loop. `godot_tools`
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+ searches, describes, and dispatches the specialized catalog only when needed.
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+ Runtime and editor bridges are installed transiently and cleaned up
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+ automatically.
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+
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+ ## Proof before claims
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+
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+ - **167/167 tools** exercised through the complete MCP-to-Godot path.
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+ - **358 public actions** traced to resolving tests.
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+ - **201 full-path MCP E2E tests** in the current Godot 4.7 release candidate.
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+ - **81.56% smaller default schema surface**, with all specialized tools still
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+ available through `godot_tools`.
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+ - A cold agent built and independently verified a playable win/lose game with
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+ zero human corrections in 391.795 seconds using 103 MCP calls and no built-in
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+ tools; see the [launch evidence](docs/launch/launch-evidence.md) and
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+ [deterministic acceptance record](docs/golden-agent-acceptance.md).
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+ - Privileged reflection, code execution, and networking groups are denied by
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+ default, and the editor provides a human **Pause Agent** control.
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+
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+ Support is deliberately bounded: Godot 4.4 is the compatibility floor and 4.7
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+ the primary target; editor UI/rendering depth is verified on Linux, while
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+ Windows and macOS receive the documented portable acceptance path. Full
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+ debugger automation, native extension builds, and unbounded engine control are
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+ not claimed.
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+
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+ ## Release 1.0
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+
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+ Godot Agent Loop 1.0 turns the inherited tool server into one coherent product
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+ for agent-driven game development:
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+
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+ - **.NET / C# support** - Scaffold C# projects and generate C# scripts (`create_project` with `dotnet: true`, `create_csharp_script`); the `.csproj` SDK version is matched to your installed Godot.
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+ - **GDScript diagnostics** - Validate scripts for syntax and type errors without running the game (`validate_script`, and `validate_scripts` for all git-changed or project-wide files).
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+ - **Progressive tool discovery** - A compact default build/run/observe surface
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+ keeps selection tractable. Use `godot_tools` to search, describe, and call any
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+ specialized tool on demand; set `GODOT_MCP_TOOL_SURFACE=full` for the complete
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+ static catalog.
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+ - **Correctness and robustness fixes** across the headless scene operations and the runtime interaction server (resource-typed properties now persist, reparenting works, runtime commands are correlated by request id, and the tools survive projects with warnings-as-errors). Godot **4.7** is recommended; Godot 4.4 remains the tested compatibility floor.
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+
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+ ### Runtime Code Execution
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+
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+ - **`game_eval`** - Execute arbitrary GDScript code in the running game with return values
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+ - Full `await` support for async GDScript code
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+ - Works even when the game is paused (`PROCESS_MODE_ALWAYS`)
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+
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+ ### Editor state and undo/redo
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+
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+ - **`editor_control`** - Inspect the edited scene and selection, open/save/reload
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+ scenes, and apply reversible property or node-name edits through
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+ `EditorUndoRedoManager`. `launch_editor` installs the authenticated bridge
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+ for the lifetime of the MCP-owned editor session. Its **Agent Activity** dock
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+ shows each command's target, live outcome, and duration from the same
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+ correlated lifecycle events used by server diagnostics. Successful session
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+ writes also push a FileSystem rescan and reload the affected open scene, so
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+ the editor reflects agent-authored files without waiting for a focus change.
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+ When an operation identifies a scene node, the bridge selects and reveals it
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+ in the editor so the human view follows the agent's current target. The dock's
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+ **Pause Agent** button gives the human a cooperative editing lock: subsequent
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+ mutating tools are refused before dispatch while inspection remains available;
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+ **Resume Agent** returns control. The lock defaults to agent-driving and does
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+ not affect unattended use when no editor is open.
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+
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+ ### Runtime Node Inspection & Manipulation
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+
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+ - **`game_get_property`** / **`game_set_property`** - Read/write any property on any node by path
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+ - **`game_call_method`** - Call any method on any node with arguments
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+ - **`game_get_node_info`** - Full node introspection: properties, signals, methods, children
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+ - **`game_instantiate_scene`** - Dynamically add scenes to the running game
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+ - **`game_remove_node`** - Remove nodes at runtime
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+ - **`game_change_scene`** - Switch scenes at runtime
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+ - **`game_reparent_node`** - Move nodes between parents
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+
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+ ### Signal System
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+
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+ - **`game_connect_signal`** - Wire up signal connections at runtime
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+ - **`game_disconnect_signal`** - Remove signal connections
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+ - **`game_emit_signal`** - Emit signals with arguments
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+
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+ ### Animation & Tweening
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+
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+ - **`game_play_animation`** - Control AnimationPlayer (play, stop, pause, list)
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+ - **`game_tween_property`** - Smooth property animation with configurable easing
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+
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+ ### Game Control & Debugging
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+
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+ - **`game_pause`** - Pause/unpause the game
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+ - **`game_performance`** - FPS, frame time, memory, object counts, draw calls,
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+ bounded profiler sessions, and live orphan-node diagnostics
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+ - **`game_wait`** - Wait N frames (timing-sensitive operations)
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+ - **`game_get_nodes_in_group`** - Query nodes by group
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+ - **`game_find_nodes_by_class`** - Find all nodes of a specific class
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+
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+ ### Scene Authoring Operations (No Running Game Needed)
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+
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+ - **`read_scene`** - Parse any .tscn file and get full node tree with properties as JSON
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+ - **`modify_scene_node`** - Change node properties in scene files
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+ - **`remove_scene_node`** - Remove nodes from scene files
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+ - **`attach_script`** - Attach GDScript files to nodes in scenes
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+ - **`create_resource`** - Create .tres resource files (materials, themes, etc.)
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+
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+ ### Project Management
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+
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+ - **`read_project_settings`** - Parse project.godot as structured JSON
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+ - **`modify_project_settings`** - Change project settings programmatically
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+ - **`list_project_files`** - Paginate project files with extension/subdirectory filters
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+ - **`run_project_tests`** - Discover or run native, GUT, and GdUnit4 tests with structured results
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+ - **`manage_import_pipeline`** - Inspect/change import metadata, synchronously reimport, and trace imported files
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+ - **`analyze_project_integrity`** - Find dependency/integrity defects and preview rename impact without mutation
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+ - **`verify_export_readiness`** - Validate templates/presets, export, inspect artifacts, and smoke-run supported builds
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+ - **`verify_dotnet_project`** - Detect managed prerequisites, restore/build, report diagnostics, and run C# projects
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+ - **`manage_addon`** - Install and manage hash-pinned local EditorPlugins with rollback and reload validation
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+
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+ ### File I/O
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+
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+ - **`read_file`** / **`write_file`** / **`delete_file`** - Full file system access within Godot projects
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+ - **`create_directory`** - Create directory structures for scripts, scenes, assets
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+
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+ ### Error & Log Capture
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+
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+ - **`game_get_errors`** - Get new push_error/push_warning messages since last call
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+ - **`game_get_logs`** - Get new print output from the running game since last call
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+
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+ ### Enhanced Input
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+
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+ - **`game_key_hold`** / **`game_key_release`** - Hold keys down for movement testing (WASD etc.)
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+ - **`game_scroll`** - Mouse scroll wheel events
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+ - **`game_mouse_drag`** - Drag between two points over multiple frames
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+ - **`game_gamepad`** - Gamepad button and axis input events
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+
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+ ### Project Creation & Configuration
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+ - **`create_project`** - Create a new Godot project from scratch (pass `dotnet: true` to scaffold a .NET/C# project)
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+ - **`create_csharp_script`** - Create a C# script in a Godot .NET project
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+ - **`manage_autoloads`** - Add, remove, or list autoloads
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+ - **`manage_input_map`** - Add, remove, or list input actions and key bindings
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+ - **`manage_export_presets`** - Create or modify export preset configuration
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+
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+ ### .NET / C# Support
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+
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+ - **`create_project`** with `dotnet: true` - Scaffold a Godot .NET project (`.csproj` with `Godot.NET.Sdk` matched to your Godot version, plus the `"C#"` feature flag)
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+ - **`create_csharp_script`** - Generate an idiomatic C# script (partial class, correct `_Ready`/`_Process` override signatures); the class name is kept in sync with the file name so Godot can attach it
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+ - **`get_project_info`** reports an `isDotnet` field
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+
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+ ### GDScript Diagnostics
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+
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+ - **`validate_script`** - Check a single GDScript file for syntax and type errors headlessly, returning `{ valid, errors: [{ message, file, line }] }`
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+ - **`validate_scripts`** - Batch-validate all git-changed `.gd` files (or the whole project), so an agent can verify its edits before running the game
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+
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+ ### Camera, Physics & Audio
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+
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+ - **`game_get_camera`** / **`game_set_camera`** - Query and control 2D/3D cameras
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+ - **`game_raycast`** - Cast physics rays (auto-detects 2D vs 3D)
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+ - **`game_get_audio`** - Get audio bus layout and playing streams
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+ - **`game_spawn_node`** - Create any node type at runtime with properties
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+ - **`game_set_shader_param`** - Set shader parameters on materials
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+ - **`game_audio_play`** / **`game_audio_bus`** - Full audio playback and bus control
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+ - **`game_navigate_path`** - Query navigation paths (2D/3D)
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+ - **`game_tilemap`** - Get/set TileMapLayer cells
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+ - **`game_add_collision`** - Add collision shapes to physics bodies
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+ - **`game_environment`** - Configure post-processing (fog, glow, SSAO, tonemap, etc.)
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+ - **`game_manage_group`** - Add/remove nodes from groups
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+ - **`game_create_timer`** - Create timer nodes programmatically
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+ - **`game_set_particles`** - Configure GPUParticles2D/3D properties and process materials
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+ - **`game_create_animation`** - Create animations with value/method/bezier/audio tracks and keyframes
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+ - **`export_project`** - Trigger headless project export builds (CI/CD ready)
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+ - **`game_serialize_state`** - Save/load entire node tree state as JSON
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+ - **`game_physics_body`** - Configure mass, velocity, damping, friction, bounce
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+ - **`game_create_joint`** - Create physics joints (pin, spring, hinge, cone, slider)
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+ - **`game_bone_pose`** - Get/set skeleton bone poses for character animation
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+ - **`game_ui_theme`** - Apply color, constant, and font size theme overrides
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+ - **`game_viewport`** - Create/configure SubViewport nodes
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+ - **`game_debug_draw`** - Draw debug geometry (lines, spheres, boxes)
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+
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+ ### Networking
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+
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+ - **`game_http_request`** - HTTP GET/POST/PUT/DELETE with headers and body
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+ - **`game_websocket`** - WebSocket client connect/disconnect/send messages
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+ - **`game_multiplayer`** - ENet multiplayer create server/client/disconnect
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+ - **`game_rpc`** - Call or configure RPC methods on nodes
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+
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+ ### System & Window Control
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+
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+ - **`game_script`** - Attach, detach, or get source of node scripts at runtime
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+ - **`game_window`** - Get/set window size, fullscreen, title, position
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+ - **`game_os_info`** - Get platform, locale, screen, adapter, memory info
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+ - **`game_time_scale`** - Get/set Engine.time_scale and timing info
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+ - **`game_process_mode`** - Set node process mode (pausable/always/disabled)
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+ - **`game_world_settings`** - Get/set gravity, physics FPS, and world settings
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+
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+ ### Advanced Signals & Input
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+
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+ - **`game_list_signals`** - List all signals on a node with connections
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+ - **`game_await_signal`** - Await a signal with timeout and return args
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+ - **`game_touch`** - Simulate touch press/release/drag and gestures
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+ - **`game_input_state`** - Query pressed keys, mouse position, connected pads
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+ - **`game_input_action`** - Manage runtime InputMap actions and strength
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+
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+ ### 3D Rendering & Geometry
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+
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+ - **`game_csg`** - Create/configure CSG nodes with boolean operations
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+ - **`game_multimesh`** - Create/configure MultiMeshInstance3D for instancing
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+ - **`game_procedural_mesh`** - Generate meshes via ArrayMesh from vertex data
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+ - **`game_light_3d`** - Create/configure 3D lights (directional/omni/spot)
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+ - **`game_mesh_instance`** - Create MeshInstance3D with primitive meshes
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+ - **`game_gridmap`** - GridMap set/get/clear cells and query used cells
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+ - **`game_3d_effects`** - Create ReflectionProbe, Decal, or FogVolume
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+ - **`game_gi`** - Create/configure VoxelGI or LightmapGI
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+ - **`game_path_3d`** - Create Path3D/Curve3D and manage curve points
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+ - **`game_sky`** - Create/configure Sky with procedural/physical sky
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+ - **`game_camera_attributes`** - Configure DOF, exposure, auto-exposure on camera
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+ - **`game_navigation_3d`** - Create/configure NavigationRegion3D and bake
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+ - **`game_physics_3d`** - Area3D queries and point/shape intersection tests
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+
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+ ### 2D Systems
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+
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+ - **`game_canvas`** - Create/configure CanvasLayer and CanvasModulate
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+ - **`game_canvas_draw`** - 2D drawing: line/rect/circle/polygon/text/clear
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+ - **`game_light_2d`** - Create/configure 2D lights and light occluders
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+ - **`game_parallax`** - Create/configure ParallaxBackground and layers
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+ - **`game_shape_2d`** - Line2D/Polygon2D point manipulation
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+ - **`game_path_2d`** - Path2D/Curve2D management and AnimatedSprite2D
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+ - **`game_physics_2d`** - Area2D queries and 2D point/shape intersections
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+
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+ ### Advanced Animation
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+
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+ - **`game_animation_tree`** - AnimationTree state machine travel and params
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+ - **`game_animation_control`** - AnimationPlayer seek/queue/speed/info control
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+ - **`game_skeleton_ik`** - SkeletonIK3D start/stop/set target position
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+
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+ ### Advanced Audio
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+
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+ - **`game_audio_effect`** - Add/remove/configure audio bus effects
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+ - **`game_audio_bus_layout`** - Create/remove/reorder audio buses and routing
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+ - **`game_audio_spatial`** - Configure AudioStreamPlayer3D spatial properties
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+
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+ ### Editor & Project Tools
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+
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+ - **`rename_file`** - Rename or move a file within the project
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+ - **`manage_resource`** - Read or modify .tres/.res resource files
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+ - **`create_script`** - Create a GDScript file from a template
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+ - **`validate_script`** - Check a GDScript file for syntax/type errors headlessly (no run needed)
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+ - **`validate_scripts`** - Batch-check GDScript files: git-changed ones by default, or all
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+ - **`manage_scene_signals`** - List/add/remove signal connections in .tscn files
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+ - **`manage_layers`** - List/set named layer definitions in project
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+ - **`manage_plugins`** - List/enable/disable editor plugins
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+ - **`manage_shader`** - Create or read .gdshader files
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+ - **`manage_theme_resource`** - Create/read/modify Theme .tres resources
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+ - **`set_main_scene`** - Set the main scene in project.godot
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+ - **`manage_scene_structure`** - Rename/duplicate/move nodes within .tscn scenes
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+ - **`manage_translations`** - List/add/remove translation files in project
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+ - **`game_locale`** - Set/get locale and translate strings at runtime
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+
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+ ### UI Controls
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+
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+ - **`game_ui_control`** - Set focus, anchors, tooltip, mouse filter on Control
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+ - **`game_ui_text`** - LineEdit/TextEdit/RichTextLabel text operations
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+ - **`game_ui_popup`** - Show/hide/popup for Popup/Dialog/Window nodes
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+ - **`game_ui_tree`** - Tree control: get/select/collapse/add/remove items
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+ - **`game_ui_item_list`** - ItemList/OptionButton: get/select/add/remove items
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+ - **`game_ui_tabs`** - TabContainer/TabBar: get/set current tab
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+ - **`game_ui_menu`** - PopupMenu/MenuBar: add/remove/get menu items
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+ - **`game_ui_range`** - ProgressBar/Slider/SpinBox/ColorPicker get/set
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+
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+ ### Rendering & Resources
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+
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+ - **`game_render_settings`** - Get/set MSAA, FXAA, TAA, scaling mode/scale
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+ - **`game_resource`** - Runtime resource load, save, or preload
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+
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+ ### Robustness Improvements
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+
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+ - **Reentrancy guard** - Prevents concurrent command processing during async operations
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+ - **Full type conversion** - Supports Vector2/3, Color, Quaternion, Basis, Transform2D/3D, AABB, Rect2, and all packed array types
311
+ - **Smart property type detection** - Uses node's `get_property_list()` for automatic type conversion
312
+ - **PackedArray serialization** - Proper JSON arrays instead of string fallback
313
+ - **Graceful error handling** - Scene read fallback to raw .tscn text on missing dependencies
314
+
315
+ ## Tool inventory
316
+
317
+ ### Project Management (14 tools)
318
+
319
+ | Tool | Description |
320
+ | ------ | ------------- |
321
+ | `launch_editor` | Launch Godot editor for a project |
322
+ | `run_project` | Run a Godot project and capture output |
323
+ | `verify_project` | Run, assert bounded runtime evidence, optionally capture, and tear down |
324
+ | `run_project_tests` | Discover or run native, GUT, and GdUnit4 tests with structured cases and logs |
325
+ | `manage_import_pipeline` | Inspect/change importer settings, reimport, and query generated dependencies |
326
+ | `analyze_project_integrity` | Analyze resource graphs and preview non-mutating rename impact |
327
+ | `verify_export_readiness` | Validate export prerequisites and return artifact plus smoke-run evidence |
328
+ | `verify_dotnet_project` | Inspect, restore, build, and run against the matching Godot.NET.Sdk |
329
+ | `manage_addon` | Inspect/install/update/remove and toggle hash-pinned local EditorPlugins |
330
+ | `stop_project` | Stop the running project |
331
+ | `get_debug_output` | Get console output and errors |
332
+ | `get_godot_version` | Get installed Godot version |
333
+ | `list_projects` | Find Godot projects in a directory |
334
+ | `get_project_info` | Get project metadata |
335
+
336
+ Import changes require an editor-capable Godot binary. `reimport` runs Godot's
337
+ bounded `--import` workflow and returns diagnostics; it may rewrite `.import`
338
+ metadata and `.godot/imported` cache files. Integrity analysis is read-only,
339
+ skips generated/vendor directories, defaults to 10,000 resource files, and
340
+ labels unreferenced resources as candidates because dynamic loads cannot be
341
+ proven statically. Use `preview_rename` before moving a resource; it reports
342
+ direct textual dependents, destination conflicts, and UID sidecars but never
343
+ changes files.
344
+
345
+ Export readiness recognizes the bounded Linux, Windows, macOS, and Web template
346
+ filenames for the active Godot version. Local smoke execution is intentionally
347
+ limited to Linux exports on Linux; other targets are inspected but not claimed
348
+ as locally runnable. Export writes the requested artifact and companion files,
349
+ returns bounded process output and SHA-256 evidence, and classifies missing
350
+ templates, unsupported platforms, invalid output paths, timeouts, export errors,
351
+ missing artifacts, and smoke failures.
352
+
353
+ The managed workflow requires both a .NET-enabled Godot editor and a 64-bit
354
+ .NET SDK. It verifies that the versioned `Godot.NET.Sdk` in the unique or
355
+ selected `.csproj` matches the active engine, returns bounded structured MSBuild
356
+ diagnostics, and hashes the resulting assembly. Standard Godot builds return a
357
+ controlled `dotnet_editor_required` result and do not attempt restore or build.
358
+
359
+ Add-on installation is deliberately offline and provenance-first: `sourcePath`
360
+ must be an allowed local directory and `expectedSha256` must match its authored
361
+ tree before any write. Symlinks, oversized trees, malformed `plugin.cfg`,
362
+ non-`@tool` scripts, incompatible minimum Godot versions, and traversal are
363
+ rejected. Replacement is staged atomically, editor reload is mandatory, and a
364
+ parse/load failure restores the prior version and plugin configuration.
365
+
366
+ ### Scene Management (7 tools)
367
+
368
+ | Tool | Description |
369
+ | ------ | ------------- |
370
+ | `create_scene` | Create a new scene with a root node type |
371
+ | `add_node` | Add a node to an existing scene |
372
+ | `load_sprite` | Load a texture into a Sprite2D node |
373
+ | `export_mesh_library` | Export a scene as MeshLibrary |
374
+ | `save_scene` | Save a scene (with optional variant path) |
375
+ | `get_uid` | Get UID for a file (Godot 4.4+) |
376
+ | `update_project_uids` | Resave resources to update UIDs |
377
+
378
+ ### Scene Authoring Operations (5 tools)
379
+
380
+ | Tool | Description |
381
+ | ------ | ------------- |
382
+ | `read_scene` | Read full scene tree as JSON |
383
+ | `modify_scene_node` | Modify node properties in a scene file |
384
+ | `remove_scene_node` | Remove a node from a scene file |
385
+ | `attach_script` | Attach a GDScript to a scene node |
386
+ | `create_resource` | Create a .tres resource file |
387
+
388
+ ### Project Settings (3 tools)
389
+
390
+ | Tool | Description |
391
+ | ------ | ------------- |
392
+ | `read_project_settings` | Parse project.godot as JSON |
393
+ | `modify_project_settings` | Change a project setting |
394
+ | `list_project_files` | Paginate/filter project files |
395
+
396
+ ### Runtime Input (5 tools)
397
+
398
+ | Tool | Description |
399
+ | ------ | ------------- |
400
+ | `game_screenshot` | Capture a screenshot (base64 PNG) |
401
+ | `game_visual_regression` | Capture baselines or compare frames with masks, tolerances, and retained PNG diffs |
402
+ | `game_click` | Click at a position |
403
+ | `game_key_press` | Send key press or input action |
404
+ | `game_mouse_move` | Move the mouse |
405
+
406
+ ### Runtime Inspection (3 tools)
407
+
408
+ | Tool | Description |
409
+ | ------ | ------------- |
410
+ | `game_get_ui` | Get all visible UI elements |
411
+ | `game_get_scene_tree` | Get full scene tree structure |
412
+ | `game_get_node_info` | Detailed node introspection |
413
+
414
+ ### Runtime Code Execution (1 tool)
415
+
416
+ | Tool | Description |
417
+ | ------ | ------------- |
418
+ | `game_eval` | Execute arbitrary GDScript with return values |
419
+
420
+ ### Runtime Node Manipulation (7 tools)
421
+
422
+ | Tool | Description |
423
+ | ------ | ------------- |
424
+ | `game_get_property` | Get any node property |
425
+ | `game_set_property` | Set any node property (auto type conversion) |
426
+ | `game_call_method` | Call any method on a node |
427
+ | `game_instantiate_scene` | Add a PackedScene to the running tree |
428
+ | `game_remove_node` | Remove a node from the tree |
429
+ | `game_change_scene` | Switch to a different scene |
430
+ | `game_reparent_node` | Move a node to a new parent |
431
+
432
+ ### Runtime Signals (5 tools)
433
+
434
+ | Tool | Description |
435
+ | ------ | ------------- |
436
+ | `game_connect_signal` | Connect a signal to a method |
437
+ | `game_disconnect_signal` | Disconnect a signal |
438
+ | `game_emit_signal` | Emit a signal with arguments |
439
+ | `game_list_signals` | List all signals on a node with connections |
440
+ | `game_await_signal` | Await a signal with timeout and return args |
441
+
442
+ ### Runtime Animation (2 tools)
443
+
444
+ | Tool | Description |
445
+ | ------ | ------------- |
446
+ | `game_play_animation` | Control AnimationPlayer |
447
+ | `game_tween_property` | Tween a property with easing |
448
+
449
+ ### Runtime Utilities (5 tools)
450
+
451
+ | Tool | Description |
452
+ | ------ | ------------- |
453
+ | `game_pause` | Pause/unpause the game |
454
+ | `game_performance` | Get FPS, memory, draw calls |
455
+ | `game_wait` | Wait N frames |
456
+ | `game_get_nodes_in_group` | Query nodes by group |
457
+ | `game_find_nodes_by_class` | Find nodes by class type |
458
+
459
+ ### File I/O (4 tools)
460
+
461
+ | Tool | Description |
462
+ | ------ | ------------- |
463
+ | `read_file` | Read a text file from a Godot project |
464
+ | `write_file` | Create or overwrite a text file |
465
+ | `delete_file` | Delete a file from a project |
466
+ | `create_directory` | Create a directory inside a project |
467
+
468
+ ### Error & Log Capture (2 tools)
469
+
470
+ | Tool | Description |
471
+ | ------ | ------------- |
472
+ | `game_get_errors` | Get new errors/warnings since last call |
473
+ | `game_get_logs` | Get new print output since last call |
474
+
475
+ ### Enhanced Input (8 tools)
476
+
477
+ | Tool | Description |
478
+ | ------ | ------------- |
479
+ | `game_key_hold` | Hold a key down (no auto-release) |
480
+ | `game_key_release` | Release a held key |
481
+ | `game_scroll` | Mouse scroll wheel event |
482
+ | `game_mouse_drag` | Drag between two points over N frames |
483
+ | `game_gamepad` | Gamepad button or axis input |
484
+ | `game_touch` | Simulate touch press/release/drag and gestures |
485
+ | `game_input_state` | Query pressed keys, mouse position, connected pads |
486
+ | `game_input_action` | Manage runtime InputMap actions and strength |
487
+
488
+ ### Project Creation (5 tools)
489
+
490
+ | Tool | Description |
491
+ | ------ | ------------- |
492
+ | `create_project` | Create a new Godot project (supports `dotnet: true` for C#) |
493
+ | `create_csharp_script` | Create a C# script in a Godot .NET project |
494
+ | `manage_autoloads` | Add, remove, or list autoloads |
495
+ | `manage_input_map` | Add, remove, or list input actions |
496
+ | `manage_export_presets` | Create or modify export presets |
497
+
498
+ ### Advanced Runtime (24 tools)
499
+
500
+ | Tool | Description |
501
+ | ------ | ------------- |
502
+ | `game_get_camera` | Get active camera position/rotation/zoom |
503
+ | `game_set_camera` | Move or rotate the active camera |
504
+ | `game_raycast` | Cast a ray and return collision results |
505
+ | `game_get_audio` | Get audio bus layout and playing streams |
506
+ | `game_spawn_node` | Create a new node of any type at runtime |
507
+ | `game_set_shader_param` | Set a shader parameter on a node's material |
508
+ | `game_audio_play` | Play, stop, or pause an AudioStreamPlayer node |
509
+ | `game_audio_bus` | Set volume, mute, or solo on an audio bus |
510
+ | `game_navigate_path` | Query a navigation path between two points |
511
+ | `game_tilemap` | Get or set cells in a TileMapLayer node |
512
+ | `game_add_collision` | Add a collision shape to a physics body node |
513
+ | `game_environment` | Get or set environment and post-processing settings |
514
+ | `game_manage_group` | Add or remove a node from a group, or list groups |
515
+ | `game_create_timer` | Create a Timer node with configuration |
516
+ | `game_set_particles` | Configure GPUParticles2D/3D node properties |
517
+ | `game_create_animation` | Create an animation with tracks and keyframes |
518
+ | `game_serialize_state` | Save or load node tree state as JSON |
519
+ | `game_physics_body` | Configure physics body properties (mass, velocity) |
520
+ | `game_create_joint` | Create a physics joint between two bodies |
521
+ | `game_bone_pose` | Get or set bone poses on a Skeleton3D node |
522
+ | `game_ui_theme` | Apply theme overrides to a Control node |
523
+ | `game_viewport` | Create or configure a SubViewport node |
524
+ | `game_debug_draw` | Draw debug lines, spheres, or boxes in 3D |
525
+
526
+ ### Build & Export (1 tool)
527
+
528
+ | Tool | Description |
529
+ | ------ | ------------- |
530
+ | `export_project` | Export a Godot project using a preset |
531
+
532
+ ### Networking (4 tools)
533
+
534
+ | Tool | Description |
535
+ | ------ | ------------- |
536
+ | `game_http_request` | HTTP GET/POST/PUT/DELETE with headers and body |
537
+ | `game_websocket` | WebSocket client connect/disconnect/send messages |
538
+ | `game_multiplayer` | ENet multiplayer create server/client/disconnect |
539
+ | `game_rpc` | Call or configure RPC methods on nodes |
540
+
541
+ ### System & Window (6 tools)
542
+
543
+ | Tool | Description |
544
+ | ------ | ------------- |
545
+ | `game_script` | Attach, detach, or get source of node scripts |
546
+ | `game_window` | Get/set window size, fullscreen, title, position |
547
+ | `game_os_info` | Get platform, locale, screen, adapter, memory info |
548
+ | `game_time_scale` | Get/set Engine.time_scale and timing info |
549
+ | `game_process_mode` | Set node process mode (pausable/always/disabled) |
550
+ | `game_world_settings` | Get/set gravity, physics FPS, and world settings |
551
+
552
+ ### 3D Rendering & Geometry (13 tools)
553
+
554
+ | Tool | Description |
555
+ | ------ | ------------- |
556
+ | `game_csg` | Create/configure CSG nodes with boolean operations |
557
+ | `game_multimesh` | Create/configure MultiMeshInstance3D for instancing |
558
+ | `game_procedural_mesh` | Generate meshes via ArrayMesh from vertex data |
559
+ | `game_light_3d` | Create/configure 3D lights (directional/omni/spot) |
560
+ | `game_mesh_instance` | Create MeshInstance3D with primitive meshes |
561
+ | `game_gridmap` | GridMap set/get/clear cells and query used cells |
562
+ | `game_3d_effects` | Create ReflectionProbe, Decal, or FogVolume |
563
+ | `game_gi` | Create/configure VoxelGI or LightmapGI |
564
+ | `game_path_3d` | Create Path3D/Curve3D and manage curve points |
565
+ | `game_sky` | Create/configure Sky with procedural/physical sky |
566
+ | `game_camera_attributes` | Configure DOF, exposure, auto-exposure on camera |
567
+ | `game_navigation_3d` | Create/configure NavigationRegion3D and bake |
568
+ | `game_physics_3d` | Area3D queries and point/shape intersection tests |
569
+
570
+ ### 2D Systems (7 tools)
571
+
572
+ | Tool | Description |
573
+ | ------ | ------------- |
574
+ | `game_canvas` | Create/configure CanvasLayer and CanvasModulate |
575
+ | `game_canvas_draw` | 2D drawing: line/rect/circle/polygon/text/clear |
576
+ | `game_light_2d` | Create/configure 2D lights and light occluders |
577
+ | `game_parallax` | Create/configure ParallaxBackground and layers |
578
+ | `game_shape_2d` | Line2D/Polygon2D point manipulation |
579
+ | `game_path_2d` | Path2D/Curve2D management and AnimatedSprite2D |
580
+ | `game_physics_2d` | Area2D queries and 2D point/shape intersections |
581
+
582
+ ### Advanced Animation (3 tools)
583
+
584
+ | Tool | Description |
585
+ | ------ | ------------- |
586
+ | `game_animation_tree` | AnimationTree state machine travel and params |
587
+ | `game_animation_control` | AnimationPlayer seek/queue/speed/info control |
588
+ | `game_skeleton_ik` | SkeletonIK3D start/stop/set target position |
589
+
590
+ ### Advanced Audio (3 tools)
591
+
592
+ | Tool | Description |
593
+ | ------ | ------------- |
594
+ | `game_audio_effect` | Add/remove/configure audio bus effects |
595
+ | `game_audio_bus_layout` | Create/remove/reorder audio buses and routing |
596
+ | `game_audio_spatial` | Configure AudioStreamPlayer3D spatial properties |
597
+
598
+ ### Editor & Project Tools (14 tools)
599
+
600
+ | Tool | Description |
601
+ | ------ | ------------- |
602
+ | `rename_file` | Rename or move a file within the project |
603
+ | `manage_resource` | Read or modify .tres/.res resource files |
604
+ | `create_script` | Create a GDScript file from a template |
605
+ | `validate_script` | Check a GDScript file for syntax/type errors (headless) |
606
+ | `validate_scripts` | Batch-check GDScript files (git-changed by default, or all) |
607
+ | `manage_scene_signals` | List/add/remove signal connections in .tscn files |
608
+ | `manage_layers` | List/set named layer definitions in project |
609
+ | `manage_plugins` | List/enable/disable editor plugins |
610
+ | `manage_shader` | Create or read .gdshader files |
611
+ | `manage_theme_resource` | Create/read/modify Theme .tres resources |
612
+ | `set_main_scene` | Set the main scene in project.godot |
613
+ | `manage_scene_structure` | Rename/duplicate/move nodes within .tscn scenes |
614
+ | `manage_translations` | List/add/remove translation files in project |
615
+ | `game_locale` | Set/get locale and translate strings at runtime |
616
+
617
+ ### UI Controls (8 tools)
618
+
619
+ | Tool | Description |
620
+ | ------ | ------------- |
621
+ | `game_ui_control` | Set focus, anchors, tooltip, mouse filter on Control |
622
+ | `game_ui_text` | LineEdit/TextEdit/RichTextLabel text operations |
623
+ | `game_ui_popup` | Show/hide/popup for Popup/Dialog/Window nodes |
624
+ | `game_ui_tree` | Tree control: get/select/collapse/add/remove items |
625
+ | `game_ui_item_list` | ItemList/OptionButton: get/select/add/remove items |
626
+ | `game_ui_tabs` | TabContainer/TabBar: get/set current tab |
627
+ | `game_ui_menu` | PopupMenu/MenuBar: add/remove/get menu items |
628
+ | `game_ui_range` | ProgressBar/Slider/SpinBox/ColorPicker get/set |
629
+
630
+ ### Rendering & Resources (2 tools)
631
+
632
+ | Tool | Description |
633
+ | ------ | ------------- |
634
+ | `game_render_settings` | Get/set MSAA, FXAA, TAA, scaling mode/scale |
635
+ | `game_resource` | Runtime resource load, save, or preload |
636
+
637
+ ## Requirements
638
+
639
+ - [Godot Engine](https://godotengine.org/download) 4.4 or later; the latest stable release, currently Godot **4.7**, is recommended
640
+ - (Optional) [.NET SDK](https://dotnet.microsoft.com/download) 8.0+ and the Godot .NET (C#) build, only if you use `create_project`'s `dotnet: true` flag or `create_csharp_script`
641
+ - [Node.js](https://nodejs.org/) >= 18.0.0
642
+ - An AI assistant that supports MCP (Claude Code, Cline, Cursor, etc.)
643
+
644
+ ### Godot compatibility policy
645
+
646
+ Development targets the latest stable Godot release. The project also keeps a
647
+ tested compatibility floor while the same implementation remains cleanly
648
+ portable; currently, CI covers Godot 4.4 and 4.7. The floor may be raised when
649
+ it blocks useful features or creates meaningful maintenance cost. In that case,
650
+ the last compatible release remains available, and an older-version maintenance
651
+ branch will be created only when user demand justifies maintaining it. Such a
652
+ branch would receive critical fixes rather than new features.
653
+
654
+ ### Verified support boundary
655
+
656
+ | Area | Status | Evidence or limitation |
657
+ | --- | --- | --- |
658
+ | Linux headed (desktop or Xvfb), Godot 4.4 and 4.7 | Verified in CI | Full MCP E2E under Xvfb, direct runtime, subprocess operations, and strict script parsing |
659
+ | GDScript project and running-game workflows | Verified for advertised tools | See the generated [coverage report](docs/coverage/coverage-report.md) |
660
+ | Privileged runtime commands | Opt-in only | Disabled by default; intended for trusted localhost development |
661
+ | Godot .NET/C# | Scaffold, compile, and editor-load verification | Godot .NET 4.4 and 4.7 with .NET SDK 8 |
662
+ | Linux exports | Release/debug template export and smoke-run verification | Godot 4.4 and 4.7 installed templates; other targets are not claimed |
663
+ | Rendering and screenshots | A headed rendering context is required | Compatibility and Forward+ on Linux software rendering; display-less sessions fail fast with desktop/Xvfb remediation |
664
+ | Windows and macOS | Portable acceptance verified | Godot 4.7 process, Unicode path, runtime input, window query, and teardown workflows |
665
+ | Windows/macOS editor UI, rendering, and exports | Not claimed | Verified on Linux only; Windows/macOS support is bounded to the portable acceptance suite |
666
+ | Editor state and undo/redo bridge | Verified in MCP E2E | The headed editor bridge is authenticated and uses `EditorInterface` plus `EditorUndoRedoManager` |
667
+ | Full debugger control | Not claimed | Breakpoints, stack inspection, and frame-local evaluation remain outside the supported boundary |
668
+ | Profiler, leak, asset, localization, and accessibility audits | Verified in MCP E2E | `game_performance` and `analyze_project_integrity` return bounded live/static evidence; native extension builds remain unsupported |
669
+ | GDExtension builds | Not claimed | `analyze_project_integrity` inspects declarations and libraries without invoking arbitrary native toolchains |
670
+
671
+ ## Installation
672
+
673
+ ```bash
674
+ git clone https://github.com/beremaran/godot-agent-loop.git
675
+ cd godot-agent-loop
676
+ npm install
677
+ npm run build
678
+ ```
679
+
680
+ ## Configuration
681
+
682
+ ### Portable agent bundle
683
+
684
+ The repository ships one neutral bundle that starts the matching npm MCP server
685
+ and provides the same build, debug, verify, and ship skills to Claude Code,
686
+ Codex, OpenCode, and Pi. For Claude Code:
687
+
688
+ ```text
689
+ /plugin marketplace add beremaran/godot-agent-loop
690
+ /plugin install godot-agent-loop@godot-agent-loop
691
+ ```
692
+
693
+ For a local checkout, use `claude --plugin-dir ./agent-plugin`. See the
694
+ [portable agent bundle guide](docs/agent-plugin.md) for verified Claude Code,
695
+ Codex, OpenCode, and Pi install paths.
696
+
697
+ ### Claude Code
698
+
699
+ Add to your Claude Code MCP settings:
700
+
701
+ ```json
702
+ {
703
+ "mcpServers": {
704
+ "godot": {
705
+ "command": "node",
706
+ "args": ["/absolute/path/to/godot-agent-loop/build/index.js"],
707
+ "env": {
708
+ "GODOT_PATH": "/path/to/godot",
709
+ "DEBUG": "true"
710
+ }
711
+ }
712
+ }
713
+ }
714
+ ```
715
+
716
+ ### Cline (VS Code)
717
+
718
+ Add to your Cline MCP settings (`cline_mcp_settings.json`):
719
+
720
+ ```json
721
+ {
722
+ "mcpServers": {
723
+ "godot": {
724
+ "command": "node",
725
+ "args": ["/absolute/path/to/godot-agent-loop/build/index.js"],
726
+ "disabled": false
727
+ }
728
+ }
729
+ }
730
+ ```
731
+
732
+ ### Cursor
733
+
734
+ Create `.cursor/mcp.json` in your project:
735
+
736
+ ```json
737
+ {
738
+ "mcpServers": {
739
+ "godot": {
740
+ "command": "node",
741
+ "args": ["/absolute/path/to/godot-agent-loop/build/index.js"]
742
+ }
743
+ }
744
+ }
745
+ ```
746
+
747
+ ## Runtime Tools Setup
748
+
749
+ No setup is required when the game is started through `run_project`: the server
750
+ installs the interaction autoload automatically by generating an `override.cfg`
751
+ (which Godot merges over `project.godot` at startup) and copying the runtime
752
+ scripts into the project, then removes them again on `stop_project`, game exit,
753
+ or server shutdown. `project.godot` is never modified. If an earlier server
754
+ crashed or was killed before cleaning up, the next server detects and removes
755
+ the leftover files on first contact with the project; an installation you
756
+ manage yourself (declared in `project.godot`) is never touched.
757
+
758
+ To run the interaction server without `run_project`, copy
759
+ `build/scripts/mcp_interaction_server.gd` to your project and register it as an
760
+ autoload:
761
+
762
+ 1. Copy `build/scripts/mcp_interaction_server.gd` to your project's scripts folder
763
+ 2. In Godot: **Project > Project Settings > Autoload**
764
+ 3. Add the script with the name `McpInteractionServer`
765
+
766
+ The server listens on `127.0.0.1:9090`. Each MCP server launch generates a
767
+ cryptographic runtime secret, passes it only to the Godot child process, and
768
+ authenticates it during capability negotiation before any runtime command is
769
+ accepted. A manually managed runtime should set the same
770
+ `GODOT_MCP_RUNTIME_SECRET` value in both processes; leaving it unset retains
771
+ legacy unauthenticated behavior and is suitable only for a trusted machine.
772
+
773
+ Commands that execute arbitrary GDScript, invoke arbitrary node properties or
774
+ methods, mutate scripts, call multiplayer peers, or make HTTP/WebSocket
775
+ connections remain disabled by default even after authentication. Grant only
776
+ the required group with `GODOT_MCP_PRIVILEGED_GROUPS`: `reflection` enables
777
+ arbitrary property/method access, `code-execution` enables eval/script control,
778
+ and `network` enables RPC, HTTP, and WebSocket. The legacy
779
+ `GODOT_MCP_ALLOW_PRIVILEGED_COMMANDS=true` grants all three groups. Use either
780
+ only for a trusted local developer workflow. Authentication and policy denials
781
+ never echo secrets, source, property values, URLs, headers, or engine errors.
782
+ Authentication success/failure emits a structured audit event containing only
783
+ the event name, runtime component, numeric session ID, and timestamp.
784
+
785
+ ## Environment Variables
786
+
787
+ | Variable | Description |
788
+ | ---------- | ------------- |
789
+ | `GODOT_PATH` | Path to the Godot executable (overrides auto-detection) |
790
+ | `DEBUG` | Set to `"true"` for detailed server-side logging. This also runs the headless operations script with `--debug-godot`, which logs diagnostics and writes a temporary write-access probe file into the project (removed again on every branch). Parameter values are summarized by type and size in both logs, never printed. |
791
+ | `GODOT_MCP_ALLOWED_DIRS` | Optional. Restrict `run_project` to projects under these roots (`;`, `,`, or `:` separated). When unset, any project path is allowed. |
792
+ | `GODOT_MCP_RUNTIME_SECRET` | Optional explicit shared runtime secret. The MCP server generates a fresh 256-bit value when omitted and passes it only to Godot processes it launches. Set the same value manually only when connecting to a separately launched runtime. |
793
+ | `GODOT_MCP_EDITOR_START_PAUSED` | Optional, default `false`. Start the editor addon's cooperative lock in human-editing mode so mutating MCP tools are refused until **Resume Agent** is pressed. |
794
+ | `GODOT_MCP_TOOL_SURFACE` | Optional, default `core`. Set to `full` to advertise the complete static tool catalog instead of the compact core plus `godot_tools` discovery/dispatch. |
795
+ | `GODOT_MCP_PRIVILEGED_GROUPS` | Optional comma-separated least-privilege grants: `reflection`, `code-execution`, and/or `network`. All are denied by default. |
796
+ | `GODOT_MCP_ALLOW_PRIVILEGED_COMMANDS` | Optional, default `false`. Explicitly enable runtime `eval`, arbitrary property/method access, script control, RPC, HTTP, and WebSocket commands for a trusted localhost developer workflow. |
797
+
798
+ ### Structured runtime evidence
799
+
800
+ With `DEBUG=true`, the MCP server emits JSON request lifecycle events to
801
+ stderr. The Godot runtime emits matching events to its captured stdout. Both
802
+ use an internal `mcp_<number>` correlation ID and controlled event fields;
803
+ parameters, response values, secrets, source, URLs, and malformed payloads are
804
+ never copied into logs. Runtime process output is capped at the latest 1,000
805
+ stdout and stderr lines. Stable JSON-RPC error codes remain the authoritative
806
+ machine-readable failure classification.
807
+
808
+ ### Large-project response limits
809
+
810
+ Large responses are bounded rather than allowed to grow with project size.
811
+ `list_project_files` returns deterministic cursor pages of at most 1,000 files;
812
+ `game_get_scene_tree` returns deterministic pre-order trees of 1,000 nodes by
813
+ default (configurable up to 10,000) and reports truncation. `game_get_logs` and
814
+ `game_get_errors` return at most 1,000 unread lines per call with `hasMore` and
815
+ `remaining`, while retaining the latest 1,000 lines per stream. Runtime JSON
816
+ responses are capped at 8 MiB, screenshots additionally enforce pixel and
817
+ 6 MiB PNG limits, and short-lived subprocess/import commands cap captured output
818
+ at 16 MiB. Limit failures are explicit; callers can narrow resource/import
819
+ queries instead of receiving partial unlabelled data.
820
+
821
+ ## Architecture
822
+
823
+ The server uses three bounded execution paths:
824
+
825
+ 1. **Persistent authoring session** - The primary scene/resource authoring path.
826
+ It owns a headed, deterministic Godot main loop and serves authenticated
827
+ JSON-RPC commands without paying engine startup cost per edit.
828
+
829
+ 2. **Running-game socket** - `run_project` launches the user's game headed and
830
+ injects the authenticated `mcp_interaction_server.gd` autoload through
831
+ `override.cfg` for high-fidelity runtime interaction.
832
+
833
+ 3. **One-shot subprocess fallback** - Isolated authoring, validation, import,
834
+ and export operations may invoke Godot once and exit. Commands that do not
835
+ render may internally use `--headless`; this is not a supported display-less
836
+ agent-loop tier. Authoring sessions, running games, screenshots, and visual
837
+ verification require a desktop display, Xvfb, or another reachable rendering
838
+ context and fail fast when none exists.
839
+
840
+ ### Source layout
841
+
842
+ | Path | Description |
843
+ | ------ | ------------- |
844
+ | `src/index.ts` | MCP server, tool definitions, and all handlers |
845
+ | `src/utils.ts` | Pure utility functions (parameter mapping, validation, error helpers) |
846
+ | `src/scripts/godot_operations.gd` | Persistent and one-shot GDScript operations runner |
847
+ | `src/scripts/mcp_interaction_server.gd` | TCP interaction server autoload |
848
+ | `tests/` | Vitest test suite |
849
+
850
+ ## Testing
851
+
852
+ The project uses Vitest plus direct Godot and full MCP-to-Godot suites. The
853
+ source-derived tool, action, command, and suite inventory is published in the
854
+ [coverage report](docs/coverage/coverage-report.md).
855
+
856
+ ```bash
857
+ npm run check # TypeScript tests, lint, build, and coverage drift
858
+ npm run test:e2e # built MCP server through a real client and Godot
859
+ npm run test:golden-agent # cold-agent game build acceptance gate
860
+ npm run test:godot # strict parsing, subprocess operations, runtime protocol
861
+ npm run test:watch # watch mode
862
+ ```
863
+
864
+ ## Example Prompts
865
+
866
+ ```text
867
+ "Run my Godot project and check for errors"
868
+
869
+ "Eval this in my running game: return get_tree().current_scene.name"
870
+
871
+ "Get the player's position in the running game"
872
+
873
+ "Set the player's health to 100"
874
+
875
+ "Read the test_level.tscn scene and show me the node tree"
876
+
877
+ "Change the player's speed property in the player.tscn scene file"
878
+
879
+ "List all .gd files in my project"
880
+
881
+ "Connect the enemy's 'died' signal to the game manager's 'on_enemy_died' method"
882
+
883
+ "Tween the camera's position to (0, 10, -5) over 2 seconds with ease-out"
884
+
885
+ "Get performance metrics - what's my FPS and draw call count?"
886
+
887
+ "Pause the game and take a screenshot"
888
+
889
+ "Find all CharacterBody3D nodes in the scene"
890
+
891
+ "Create a new Godot project called 'MyGame' and write a player script"
892
+
893
+ "Create a new C# (.NET) Godot project and add a CharacterBody2D script"
894
+
895
+ "Validate player.gd for errors"
896
+
897
+ "Check all my changed GDScript files for syntax errors before I run the game"
898
+
899
+ "Hold down the W key for 2 seconds to test walking"
900
+
901
+ "Cast a ray from the player downward to check for ground"
902
+
903
+ "Get the camera position and move it to look at the player"
904
+
905
+ "Show me the latest error messages from the running game"
906
+ ```
907
+
908
+ ## License
909
+
910
+ This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.
911
+
912
+ ## Lineage
913
+
914
+ - **Original project:** [godot-mcp](https://github.com/Coding-Solo/godot-mcp)
915
+ by [Solomon Elias (Coding-Solo)](https://github.com/Coding-Solo), which
916
+ provided the foundational TypeScript MCP server, headless GDScript operations,
917
+ and TCP runtime interaction architecture.
918
+ - **Inherited from:** [Tugcan Topaloglu](https://github.com/tugcantopaloglu)'s
919
+ [godot-mcp](https://github.com/tugcantopaloglu/godot-mcp), which extended the
920
+ original project across networking, 3D/2D rendering, UI controls, audio,
921
+ animation, file I/O, runtime code execution, project creation, and physics
922
+ while preserving the MIT license.
923
+ - **Godot Agent Loop:** maintained and substantially extended by
924
+ [Berke Arslan](https://github.com/beremaran), preserving the complete Git
925
+ history and every inherited MIT notice.