gopeak 2.0.0

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package/README.md ADDED
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+ # GoPeak
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+
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+ [![](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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+ [![](https://img.shields.io/badge/Node.js-339933?style=flat&logo=nodedotjs&logoColor=white 'Node.js')](https://nodejs.org/en/download/)
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+ [![](https://img.shields.io/badge/TypeScript-3178C6?style=flat&logo=typescript&logoColor=white 'TypeScript')](https://www.typescriptlang.org/)
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+ [![npm](https://img.shields.io/npm/v/gopeak?style=flat&logo=npm&logoColor=white 'npm')](https://www.npmjs.com/package/gopeak)
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+
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+ [![](https://img.shields.io/github/last-commit/HaD0Yun/godot-mcp 'Last Commit')](https://github.com/HaD0Yun/godot-mcp/commits/main)
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+ [![](https://img.shields.io/github/stars/HaD0Yun/godot-mcp 'Stars')](https://github.com/HaD0Yun/godot-mcp/stargazers)
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+ [![](https://img.shields.io/github/forks/HaD0Yun/godot-mcp 'Forks')](https://github.com/HaD0Yun/godot-mcp/network/members)
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+ [![](https://img.shields.io/badge/License-MIT-red.svg 'MIT License')](https://opensource.org/licenses/MIT)
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+
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+ ```text
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+ ((((((( (((((((
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+ ((((((((((( (((((((((((
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+ ((((((((((((( (((((((((((((
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+ (((((((((((((((((((((((((((((((((
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+ (((((((((((((((((((((((((((((((((
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+ ((((( ((((((((((((((((((((((((((((((((((((((((( (((((
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+ (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ ((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ ((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ (((((((((((@@@@@@@(((((((((((((((((((((((((((@@@@@@@(((((((((((
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+ (((((((((@@@@,,,,,@@@(((((((((((((((((((((@@@,,,,,@@@@(((((((((
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+ ((((((((@@@,,,,,,,,,@@(((((((@@@@@(((((((@@,,,,,,,,,@@@((((((((
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+ ((((((((@@@,,,,,,,,,@@(((((((@@@@@(((((((@@,,,,,,,,,@@@((((((((
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+ (((((((((@@@,,,,,,,@@((((((((@@@@@((((((((@@,,,,,,,@@@(((((((((
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+ ((((((((((((@@@@@@(((((((((((@@@@@(((((((((((@@@@@@((((((((((((
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+ (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ @@@@@@@@@@@@@((((((((((((@@@@@@@@@@@@@((((((((((((@@@@@@@@@@@@@
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+ ((((((((( @@@(((((((((((@@(((((((((((@@(((((((((((@@@ (((((((((
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+ (((((((((( @@((((((((((@@@(((((((((((@@@((((((((((@@ ((((((((((
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+ (((((((((((@@@@@@@@@@@@@@(((((((((((@@@@@@@@@@@@@@(((((((((((
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+ (((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ (((((((((((((((((((((((((((((((((((((((((((((((((((((
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+ (((((((((((((((((((((((((((((((((((((((((((((((
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+ (((((((((((((((((((((((((((((((((
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+
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+
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+ /$$$$$$ /$$$$$$$ /$$
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+ /$$__ $$ | $$__ $$ | $$
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+ | $$ \__/ /$$$$$$ | $$ \ $$ /$$$$$$ /$$$$$$$ | $$ /$$/
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+ | $$ /$$$$//$$__ $$| $$$$$$$//$$__ $$ |____ $$ | $$ /$$/
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+ | $$|_ $$| $$ \ $$| $$____/| $$$$$$$$ /$$$$$$$ | $$$$$/
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+ | $$ \ $$| $$ | $$| $$ | $$_____/ /$$__ $$ | $$ $$
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+ | $$$$$$/| $$$$$$/| $$ | $$$$$$ | $$$$$$$ | $$\ $$
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+ \______/ \______/ |__/ \______/ \_______/ |__/ \__/
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+ ```
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+
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+ **The most comprehensive Model Context Protocol (MCP) server for Godot Engine — enabling AI assistants to build, modify, and debug Godot games with unprecedented depth and precision.**
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+
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+ > **Now with Auto Reload!** Scenes and scripts automatically refresh in the Godot editor when modified externally via MCP.
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+
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+ ---
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+
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+ ## Why GoPeak? The Game-Changing Benefits
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+
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+ ### 🚀 Transform Your Game Development Workflow
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+
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+ GoPeak isn't just another tool — it's a **paradigm shift** in how AI assistants interact with game engines. Here's why this matters:
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+
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+ #### 1. **AI That Truly Understands Godot**
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+
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+ Traditional AI assistants can write GDScript, but they're essentially working blind. They generate code based on training data, hoping it works. **GoPeak changes everything:**
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+
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+ - **Real-time Feedback Loop**: When you ask "run my project and show me errors," the AI actually runs your project, captures the output, and sees exactly what went wrong
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+ - **Context-Aware Assistance**: The AI can inspect your actual scene tree, understand your node hierarchy, and provide suggestions based on your real project structure
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+ - **Validation Before Suggesting**: Before suggesting you use a resource, the AI can verify it exists in your project
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+
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+ #### 2. **95+ Tools with Dynamic ClassDB Introspection**
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+
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+ Instead of hardcoding tools for every Godot class, GoPeak provides **generic tools** (`add_node`, `create_resource`) that work with ANY ClassDB class, plus **ClassDB introspection tools** that let AI discover classes, properties, and methods dynamically.
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+
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+ | Category | What You Can Do | Tools |
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+ |----------|-----------------|-------|
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+ | **Scene Management** | Build entire scene trees programmatically | `create_scene`, `add_node`, `delete_node`, `duplicate_node`, `reparent_node`, `list_scene_nodes`, `get_node_properties`, `set_node_properties` |
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+ | **ClassDB Introspection** | Dynamically discover Godot classes, properties, methods, signals | `query_classes`, `query_class_info`, `inspect_inheritance` |
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+ | **GDScript Operations** | Write and modify scripts with surgical precision | `create_script`, `modify_script`, `get_script_info` |
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+ | **Resource Management** | Create any resource type, modify existing resources | `create_resource`, `modify_resource`, `create_material`, `create_shader` |
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+ | **Animation System** | Build animations and state machines | `create_animation`, `add_animation_track`, `create_animation_tree`, `add_animation_state`, `connect_animation_states` |
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+ | **2D Tile System** | Create tilesets and populate tilemaps | `create_tileset`, `set_tilemap_cells` |
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+ | **Signal Management** | Wire up your game's event system | `connect_signal`, `disconnect_signal`, `list_connections` |
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+ | **Project Configuration** | Manage settings, autoloads, and inputs | `get_project_setting`, `set_project_setting`, `add_autoload`, `add_input_action` |
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+ | **Developer Experience** | Analyze, debug, and maintain your project | `get_dependencies`, `find_resource_usages`, `parse_error_log`, `get_project_health`, `search_project` |
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+ | **Runtime Debugging** | Inspect and modify running games | `inspect_runtime_tree`, `set_runtime_property`, `call_runtime_method`, `get_runtime_metrics` |
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+ | **Screenshot Capture** | Capture viewport screenshots from running games | `capture_screenshot`, `capture_viewport` |
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+ | **Input Injection** | Simulate keyboard, mouse, and action inputs | `inject_action`, `inject_key`, `inject_mouse_click`, `inject_mouse_motion` |
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+ | **GDScript LSP** | Diagnostics, completions, hover, and symbols via Godot's built-in Language Server | `lsp_get_diagnostics`, `lsp_get_completions`, `lsp_get_hover`, `lsp_get_symbols` |
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+ | **Debug Adapter (DAP)** | Breakpoints, stepping, stack traces, and debug output capture | `dap_get_output`, `dap_set_breakpoint`, `dap_continue`, `dap_step_over`, `dap_get_stack_trace` |
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+ | **MCP Resources** | Access project files via `godot://` URIs | `godot://project/info`, `godot://scene/{path}`, `godot://script/{path}` |
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+ | **Audio System** | Create audio buses, configure effects | `create_audio_bus`, `get_audio_buses`, `set_audio_bus_effect`, `set_audio_bus_volume` |
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+ | **Navigation** | AI pathfinding setup | `create_navigation_region`, `create_navigation_agent` |
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+ | **UI/Themes** | Create and apply custom themes with shaders | `set_theme_color`, `set_theme_font_size`, `apply_theme_shader` |
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+ | **Asset Library** | Search and download CC0 assets from multiple sources | `search_assets`, `fetch_asset`, `list_asset_providers` |
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+ | **Auto Reload** | Instant editor refresh on external changes | Built-in Editor Plugin |
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+
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+ > **Design Philosophy**: Rather than providing 90+ specialized tools (e.g., `create_camera`, `create_light`, `create_physics_material`), GoPeak uses generic `add_node` and `create_resource` tools that work with ANY Godot class. The AI uses `query_classes` to discover available types and `query_class_info` to learn their properties — just like a developer using the Godot docs.
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+
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+ #### 3. **Seamless Editor Integration with Auto Reload**
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+ The included **Auto Reload plugin** eliminates the friction of external editing:
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+ - **No Manual Refresh**: When MCP modifies a scene or script, the Godot editor automatically reloads it
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+ - **1-Second Detection**: Lightweight polling with negligible performance impact (~0.01ms/sec)
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+ - **Smart Watching**: Monitors open scenes AND their attached scripts
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+ - **Zero Configuration**: Just enable the plugin and forget about it
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+
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+ ```
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+ MCP modifies file → Auto Reload detects change → Editor reloads → You see the result instantly
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+ ```
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+
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+ #### 4. **Eliminate the Copy-Paste-Debug Cycle**
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+
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+ **Before GoPeak:**
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+ 1. Ask AI for code
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+ 2. Copy code to your project
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+ 3. Run project, encounter error
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+ 4. Copy error back to AI
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+ 5. Get fix, paste it
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+ 6. Repeat 10+ times
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+
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+ **With GoPeak:**
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+ 1. "Create a player character with health, movement, and jumping"
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+ 2. AI creates the scene, writes the script, adds the nodes, connects signals, and tests it
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+ 3. Done.
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+
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+ The AI doesn't just write code — it **implements features end-to-end**.
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+ #### 5. **Type-Safe, Error-Resistant Operations**
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+ Every operation in GoPeak includes:
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+
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+ - **Path Validation**: Prevents invalid file operations
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+ - **Type Serialization**: Correctly handles Vector2, Vector3, Color, Transform, and all Godot types
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+ - **Error Recovery**: Meaningful error messages with suggested fixes
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+ - **Atomic Operations**: Changes are applied consistently or not at all
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+
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+ Example: When you ask to set a node's position, GoPeak:
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+ 1. Validates the scene exists
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+ 2. Validates the node path
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+ 3. Deserializes `{"x": 100, "y": 200}` to `Vector2(100, 200)`
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+ 4. Sets the property
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+ 5. Saves the scene
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+ 6. Confirms success or reports exactly what went wrong
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+ #### 6. **Project Health Intelligence**
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+ The `get_project_health` tool provides a comprehensive analysis of your project:
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+
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+ ```json
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+ {
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+ "score": 85,
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+ "grade": "B",
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+ "checks": {
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+ "structure": { "passed": true },
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+ "resources": { "issues": ["3 textures need reimporting"] },
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+ "scripts": { "issues": ["5 TODO comments found"] },
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+ "config": { "passed": true }
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+ },
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+ "recommendations": [
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+ "Configure export presets for your target platforms",
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+ "Review and resolve TODO items before release"
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+ ]
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+ }
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+ ```
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+ This turns your AI assistant into a **code reviewer that actually understands your Godot project**.
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+ #### 7. **Dependency Analysis & Circular Reference Detection**
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+ Ever had a project break because of circular dependencies? The `get_dependencies` tool:
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+ - Maps every resource dependency in your project
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+ - Detects circular references before they cause runtime errors
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+ - Shows you the complete dependency chain for any resource
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+
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+ ```
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+ PlayerScene.tscn
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+ ├── PlayerScript.gd
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+ │ └── WeaponBase.gd
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+ │ └── ⚠️ CIRCULAR: PlayerScript.gd
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+ └── PlayerSprite.png
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+ ```
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+
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+ #### 8. **Live Runtime Debugging (Optional Addon)**
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+ Install the included `godot_mcp_runtime` addon and unlock:
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+ - **Live Scene Tree Inspection**: See your game's actual node tree while it runs
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+ - **Hot Property Modification**: Change values in real-time without restarting
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+ - **Remote Method Calling**: Trigger functions in your running game
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+ - **Performance Monitoring**: Track FPS, memory, draw calls, and more
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+ This transforms debugging from "add print statements and restart" to "inspect and modify on the fly."
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+ ### 💡 Real-World Use Cases
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+ #### **Rapid Prototyping**
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+ ```
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+ "Create a basic platformer with a player that can move, jump, and collect coins"
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+ ```
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+ The AI creates scenes, scripts, nodes, signals, and input actions — a playable prototype in minutes.
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+
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+ #### **Refactoring at Scale**
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+ ```
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+ "Find all uses of the old PlayerData resource and update them to use the new PlayerStats"
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+ ```
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+ Search the entire project, identify every reference, and make consistent changes.
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+
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+ #### **Debugging Complex Issues**
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+ ```
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+ "My player keeps falling through the floor. Check my collision setup and tell me what's wrong"
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+ ```
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+ Inspect node properties, analyze scene structure, and identify configuration issues.
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+
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+ #### **Learning Godot**
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+ ```
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+ "Show me how signals work by creating a button that changes a label's text when clicked"
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+ ```
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+ Instead of just explaining, the AI builds a working example in your actual project.
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+
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+ #### **Maintaining Large Projects**
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+ ```
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+ "Run a health check on my project and tell me what needs attention"
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+ ```
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+ Get actionable insights about project structure, unused resources, and potential issues.
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+
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+ ---
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+
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+ ## Features
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+
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+ ### Core Features
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+ - **Launch Godot Editor**: Open the Godot editor for a specific project
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+ - **Run Godot Projects**: Execute Godot projects in debug mode
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+ - **Capture Debug Output**: Retrieve console output and error messages
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+ - **Control Execution**: Start and stop Godot projects programmatically
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+ - **Get Godot Version**: Retrieve the installed Godot version
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+ - **List Godot Projects**: Find Godot projects in a specified directory
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+ - **Project Analysis**: Get detailed information about project structure
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+
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+ ### Scene Management
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+ - Create new scenes with specified root node types
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+ - Add, delete, duplicate, and reparent nodes
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+ - Set node properties with type-safe serialization
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+ - List scene tree structure with full hierarchy
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+ - Load sprites and textures into Sprite2D nodes
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+ - Export 3D scenes as MeshLibrary resources for GridMap
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+
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+ ### GDScript Operations
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+ - **Create Scripts**: Generate new GDScript files with templates (singleton, state_machine, component, resource)
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+ - **Modify Scripts**: Add functions, variables, and signals to existing scripts
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+ - **Analyze Scripts**: Get detailed information about script structure, dependencies, and exports
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+
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+ ### Signal & Connection Management
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+ - Connect signals between nodes in scenes
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+ - Disconnect signal connections
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+ - List all signal connections in a scene
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+
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+ ### ClassDB Introspection (New!)
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+ - **Query Classes**: Discover available Godot classes with filtering by name, category (node, node2d, node3d, control, resource, etc.), and instantiability
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+ - **Query Class Info**: Get detailed methods, properties, signals, and enums for any class
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+ - **Inspect Inheritance**: Explore class hierarchy — ancestors, children, and all descendants
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+
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+ ### Resource Management
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+ - **Create Resources**: Generate ANY resource type as .tres files (replaces specialized create_* tools)
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+ - **Modify Resources**: Update properties of existing .tres/.res files
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+ - **Create Materials**: StandardMaterial3D, ShaderMaterial, CanvasItemMaterial, ParticleProcessMaterial
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+ - **Create Shaders**: canvas_item, spatial, particles, sky, fog shaders with templates
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+
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+ ### Animation System
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+ - Create new animations in AnimationPlayer nodes
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+ - Add property and method tracks to animations
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+ - Insert keyframes with proper value serialization
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+
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+ ### 2D Tile System
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+ - Create TileSet resources with atlas texture sources
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+ - Set TileMap cells programmatically
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+
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+ ### Import/Export Pipeline
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+ - Get import status and options for resources
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+ - Modify import settings and trigger reimport
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+ - List export presets and validate project for export
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+ - Export projects using Godot CLI
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+
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+ ### Project Configuration
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+ - Get and set project settings
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+ - Manage autoload singletons (add, remove, list)
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+ - Set main scene
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+ - Add input actions with key, mouse, and joypad events
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+
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+ ### Plugin Management
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+ - List installed plugins with status
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+ - Enable and disable plugins
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+
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+ ### Developer Experience
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+ - **Dependency Analysis**: Get resource dependency graphs with circular reference detection
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+ - **Resource Usage Finder**: Find all usages of a resource across the project
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+ - **Error Log Parser**: Parse Godot error logs with suggestions
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+ - **Project Health Check**: Comprehensive project analysis with scoring
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+ - **Project Search**: Search for text/patterns across all project files
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+
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+ ### Runtime Connection (Optional Addon)
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+ - Real-time scene tree inspection
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+ - Live property modification
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+ - Remote method calling
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+ - Performance metrics monitoring
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+ - Signal watching
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+
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+ ### Screenshot Capture (New!)
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+ - Capture the running game's viewport as a base64 PNG/JPG image
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+ - Specify target resolution for resized captures
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+ - Capture specific viewports by node path
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+
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+ ### Input Injection (New!)
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+ - Simulate Godot input actions (press/release) for automated testing
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+ - Inject keyboard key events with modifier support (Shift, Ctrl, Alt)
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+ - Simulate mouse clicks (left/right/middle, single/double)
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+ - Simulate mouse movement (absolute and relative)
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+
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+ ### GDScript Language Server (New!)
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+ - Get real-time diagnostics (errors/warnings) from Godot's built-in LSP
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+ - Code completions at any position in a GDScript file
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+ - Hover information for symbols, functions, and variables
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+ - Document symbol outlines for navigation
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+ - Lazy connection to Godot editor's LSP (port 6005)
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+
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+ ### Debug Adapter Protocol (New!)
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+ - Capture debug console output from running Godot games
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+ - Set and remove breakpoints in GDScript files
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+ - Step over, continue, and pause execution
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+ - Inspect stack traces at breakpoints
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+ - Lazy connection to Godot's built-in DAP (port 6006)
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+
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+ ### MCP Resources (New!)
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+ - Access Godot project files via `godot://` URI protocol
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+ - `godot://project/info` — parsed project.godot metadata as JSON
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+ - `godot://scene/{path}` — read .tscn scene files
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+ - `godot://script/{path}` — read .gd script files
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+ - `godot://resource/{path}` — read .tres/.tscn/.gd files
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+ - Path traversal protection built-in
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+
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+ ### UID Management (Godot 4.4+)
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+ - Get UID for specific files
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+ - Update UID references by resaving resources
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+
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+ ### Multi-Source Asset Library (CC0)
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+ - **Unified Search**: Search for 3D models, textures, HDRIs across multiple CC0 asset providers
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+ - **Automatic Download**: Fetch assets directly into your Godot project
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+ - **Provider Priority**: Searches Poly Haven → AmbientCG → Kenney in order
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+ - **Attribution Tracking**: Automatic CREDITS.md generation for proper attribution
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+
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+ **Supported Providers:**
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+
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+ | Provider | Asset Types | License |
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+ |----------|-------------|---------|
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+ | [Poly Haven](https://polyhaven.com) | Models, Textures, HDRIs | CC0 |
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+ | [AmbientCG](https://ambientcg.com) | Textures, Models, HDRIs | CC0 |
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+ | [Kenney](https://kenney.nl) | Models, Textures, 2D, Audio | CC0 |
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+
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+ ---
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+
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+ ## Requirements
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+
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+ - [Godot Engine 4.x](https://godotengine.org/download) installed on your system
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+ - Node.js 18+ and npm
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+ - An AI assistant that supports MCP (Claude Desktop, Cline, Cursor, OpenCode, etc.)
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+
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+ ---
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+
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+ ## Installation and Configuration
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+
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+ ### 🚀 One-Click Install (Recommended)
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+
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+ **Linux / macOS**
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+ ```bash
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+ curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash
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+ ```
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+
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+ This script will:
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+ - ✅ Check prerequisites (Git, Node.js 18+, npm)
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+ - ✅ Clone the repository to `~/.local/share/godot-mcp`
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+ - ✅ Install dependencies and build automatically
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+ - ✅ Auto-detect Godot installation
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+ - ✅ Show configuration instructions for your AI assistant
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+
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+ **Advanced Options:**
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+ ```bash
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+ # Custom installation directory
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+ curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --dir ~/my-godot-mcp
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+
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+ # Specify Godot path
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+ curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --godot /usr/bin/godot4
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+
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+ # Get configuration for specific AI assistant
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+ curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --configure claude
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+ ```
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+
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+ **Available options:**
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+ | Option | Description |
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+ |--------|-------------|
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+ | `-d, --dir PATH` | Installation directory (default: `~/.local/share/godot-mcp`) |
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+ | `-g, --godot PATH` | Path to Godot executable |
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+ | `-c, --configure NAME` | Show config for: `claude`, `cursor`, `cline`, `opencode` |
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+ | `-h, --help` | Show help message |
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+
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+ ---
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+
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+ ### Install via npm (Fastest)
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+
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+ ```bash
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+ npx gopeak
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+ ```
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+
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+ Or install globally:
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+ ```bash
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+ npm install -g gopeak
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+ gopeak
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+ ```
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+
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+ Then configure your AI assistant to run `gopeak` (or `npx gopeak`) instead of `node /path/to/build/index.js`.
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+
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+ ---
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+
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+ ### Manual Installation
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+
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+ #### Step 1: Install and Build
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+
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+ ```bash
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+ git clone https://github.com/HaD0Yun/godot-mcp.git
434
+ cd godot-mcp
435
+ npm install
436
+ npm run build
437
+ ```
438
+
439
+ #### Step 2: Configure with Your AI Assistant
440
+
441
+ #### Option A: Configure with Cline (VS Code)
442
+
443
+ Add to your Cline MCP settings file:
444
+
445
+ **macOS**: `~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json`
446
+ **Windows**: `%APPDATA%\Code\User\globalStorage\saoudrizwan.claude-dev\settings\cline_mcp_settings.json`
447
+
448
+ ```json
449
+ {
450
+ "mcpServers": {
451
+ "godot": {
452
+ "command": "node",
453
+ "args": ["/absolute/path/to/godot-mcp/build/index.js"],
454
+ "env": {
455
+ "GODOT_PATH": "/path/to/godot",
456
+ "DEBUG": "true"
457
+ },
458
+ "disabled": false
459
+ }
460
+ }
461
+ }
462
+ ```
463
+
464
+ #### Option B: Configure with Cursor
465
+
466
+ 1. Go to **Cursor Settings** > **Features** > **MCP**
467
+ 2. Click **+ Add New MCP Server**
468
+ 3. Name: `godot`, Type: `command`
469
+ 4. Command: `node /absolute/path/to/godot-mcp/build/index.js`
470
+
471
+ #### Option C: Configure with Claude Desktop
472
+
473
+ Add to `claude_desktop_config.json`:
474
+
475
+ ```json
476
+ {
477
+ "mcpServers": {
478
+ "godot": {
479
+ "command": "node",
480
+ "args": ["/absolute/path/to/godot-mcp/build/index.js"],
481
+ "env": {
482
+ "GODOT_PATH": "/path/to/godot"
483
+ }
484
+ }
485
+ }
486
+ }
487
+ ```
488
+
489
+ #### Option D: Configure with OpenCode
490
+
491
+ Add to your `opencode.json`:
492
+
493
+ ```json
494
+ {
495
+ "mcp": {
496
+ "godot": {
497
+ "type": "local",
498
+ "command": ["node", "/absolute/path/to/godot-mcp/build/index.js"],
499
+ "enabled": true,
500
+ "environment": {
501
+ "GODOT_PATH": "/path/to/godot"
502
+ }
503
+ }
504
+ }
505
+ }
506
+ ```
507
+
508
+ ### Step 3: Environment Variables
509
+
510
+ | Variable | Description |
511
+ |----------|-------------|
512
+ | `GODOT_PATH` | Path to Godot executable (auto-detected if not set) |
513
+ | `DEBUG` | Set to "true" for detailed logging |
514
+
515
+ ---
516
+
517
+ ## Example Prompts
518
+
519
+ Once configured, you can use natural language to control Godot:
520
+
521
+ ### Scene Building
522
+ ```
523
+ "Create a new scene with a CharacterBody2D root node called Player"
524
+ "Add a Sprite2D and CollisionShape2D to my Player scene"
525
+ "Duplicate the Enemy node and name it Enemy2"
526
+ ```
527
+
528
+ ### Script Operations
529
+ ```
530
+ "Create a GDScript for my player with movement and jumping"
531
+ "Add a take_damage function to my player script that emits a health_changed signal"
532
+ "Show me the structure of my PlayerController script"
533
+ ```
534
+
535
+ ### Resource Management
536
+ ```
537
+ "Create a red StandardMaterial3D for my enemy"
538
+ "Create a canvas_item shader with a dissolve effect"
539
+ "Generate a TileSet from my tilemap_atlas.png with 16x16 tiles"
540
+ "Modify the environment resource to enable fog and glow"
541
+ ```
542
+
543
+ ### ClassDB Discovery
544
+ ```
545
+ "What 3D light types are available in Godot?"
546
+ "Show me all properties of CharacterBody3D"
547
+ "What classes inherit from Control?"
548
+ "Find all instantiable physics body types"
549
+ ```
550
+
551
+ ### Project Analysis
552
+ ```
553
+ "Check my project health and show me any issues"
554
+ "Find all files that use the PlayerData resource"
555
+ "Show me the dependency graph for my main scene"
556
+ "Search my project for 'TODO' comments"
557
+ ```
558
+
559
+ ### Configuration
560
+ ```
561
+ "Add a 'jump' input action mapped to Space and gamepad button 0"
562
+ "Register my GameManager script as an autoload singleton"
563
+ "Set the main scene to res://scenes/main_menu.tscn"
564
+ ```
565
+
566
+ ### Debugging
567
+ ```
568
+ "Run my project and show me any errors"
569
+ "Parse my Godot error log and suggest fixes"
570
+ "Inspect the scene tree of my running game"
571
+ ```
572
+
573
+ ### Asset Library
574
+ ```
575
+ "Search for a chair model across all asset sources"
576
+ "Find rock textures from AmbientCG"
577
+ "Download the nature-kit asset pack from Kenney"
578
+ "List all available asset providers"
579
+ ```
580
+
581
+ ### Screenshot & Input
582
+ ```
583
+ "Take a screenshot of the running game"
584
+ "Press the jump action and capture the result"
585
+ "Click at position (400, 300) in the game"
586
+ "Simulate pressing the W key"
587
+ ```
588
+
589
+ ### GDScript Analysis (LSP)
590
+ ```
591
+ "Check my player script for errors using the language server"
592
+ "Get code completions at line 25 in movement.gd"
593
+ "Show me hover info for the 'velocity' variable"
594
+ "Get the symbol outline for my main script"
595
+ ```
596
+
597
+ ### Debug Adapter
598
+ ```
599
+ "Set a breakpoint at line 42 in player.gd"
600
+ "Show me the stack trace"
601
+ "Continue execution after the breakpoint"
602
+ "Get the debug console output"
603
+ ```
604
+
605
+ ---
606
+
607
+ ## Included Addons
608
+
609
+ ### Auto Reload Plugin (Recommended)
610
+
611
+ **Essential for MCP workflow** - automatically reloads scenes and scripts when modified externally.
612
+
613
+ #### Installation
614
+
615
+ **Option 1: One-Click Install**
616
+
617
+ **Linux / macOS (Bash)**
618
+ ```bash
619
+ # Run in your Godot project folder
620
+ curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install-addon.sh | bash
621
+ ```
622
+
623
+ **Windows (PowerShell)**
624
+ ```powershell
625
+ # Run in your Godot project folder
626
+ irm https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install-addon.ps1 | iex
627
+ ```
628
+
629
+ **Option 2: Manual Install**
630
+ 1. Copy `build/addon/auto_reload` to your project's `addons/` folder
631
+ 2. Open your project in Godot
632
+ 3. Go to **Project > Project Settings > Plugins**
633
+ 4. Enable "Godot MCP Auto Reload"
634
+
635
+ #### How It Works
636
+
637
+ ```
638
+ [1 sec polling] → Check file modification times → Reload changed files
639
+ ```
640
+
641
+ | Feature | Detail |
642
+ |---------|--------|
643
+ | **Performance** | ~0.01ms per second (negligible) |
644
+ | **Watched Files** | Current scene + attached scripts |
645
+ | **Detection** | OS file modification timestamp |
646
+ | **Reload Method** | `EditorInterface.reload_scene_from_path()` |
647
+
648
+ #### Output Messages
649
+ ```
650
+ [Godot MCP - AutoReload] Plugin activated - watching for external changes
651
+ [Godot MCP - AutoReload] Scene changed: res://scenes/player.tscn
652
+ [Godot MCP - AutoReload] Scene reloaded: res://scenes/player.tscn
653
+ ```
654
+
655
+ #### Warning
656
+
657
+ **Data Loss Risk**: If you modify a scene in the editor AND externally at the same time, editor changes will be lost.
658
+
659
+ **Best Practice**:
660
+ - Use MCP for modifications
661
+ - Use Godot editor for viewing/testing only
662
+ - Save before external modifications
663
+
664
+ ---
665
+
666
+ ### Runtime Addon (Optional)
667
+
668
+ For live debugging features, install the runtime addon:
669
+
670
+ 1. Copy `build/addon/godot_mcp_runtime` to your project's `addons/` folder
671
+ 2. Enable in **Project Settings > Plugins**
672
+ 3. The addon starts a TCP server on port 7777 when your game runs
673
+
674
+ **Runtime Tools:**
675
+ - `get_runtime_status` - Check if game is running
676
+ - `inspect_runtime_tree` - View live scene tree
677
+ - `set_runtime_property` - Modify properties in real-time
678
+ - `call_runtime_method` - Invoke methods remotely
679
+ - `get_runtime_metrics` - Monitor FPS, memory, draw calls
680
+ - `capture_screenshot` - Capture viewport as base64 image
681
+ - `capture_viewport` - Capture specific viewport texture
682
+ - `inject_action` / `inject_key` / `inject_mouse_click` / `inject_mouse_motion` - Input simulation
683
+
684
+ ---
685
+
686
+ ## Complete Tool Reference
687
+
688
+ ### Core Tools (7)
689
+ | Tool | Description |
690
+ |------|-------------|
691
+ | `launch_editor` | Open Godot editor for a project |
692
+ | `run_project` | Execute project in debug mode |
693
+ | `stop_project` | Stop running project |
694
+ | `get_debug_output` | Get console output and errors |
695
+ | `get_godot_version` | Get installed Godot version |
696
+ | `list_projects` | Find projects in a directory |
697
+ | `get_project_info` | Get project structure info |
698
+
699
+ ### Scene Tools (9)
700
+ | Tool | Description |
701
+ |------|-------------|
702
+ | `create_scene` | Create new scene file |
703
+ | `add_node` | Add ANY node type to scene (universal — replaces all specialized create_* node tools) |
704
+ | `delete_node` | Remove node from scene |
705
+ | `duplicate_node` | Clone node in scene |
706
+ | `reparent_node` | Move node to new parent |
707
+ | `list_scene_nodes` | Get scene tree structure |
708
+ | `get_node_properties` | Get all node properties |
709
+ | `set_node_properties` | Set multiple properties |
710
+ | `save_scene` | Save scene changes |
711
+
712
+ ### Script Tools (3)
713
+ | Tool | Description |
714
+ |------|-------------|
715
+ | `create_script` | Create GDScript with templates |
716
+ | `modify_script` | Add functions/variables/signals |
717
+ | `get_script_info` | Analyze script structure |
718
+
719
+ ### ClassDB Introspection Tools (3)
720
+ | Tool | Description |
721
+ |------|-------------|
722
+ | `query_classes` | Discover available Godot classes with filtering by name, category, and instantiability |
723
+ | `query_class_info` | Get methods, properties, signals, and enums for any class |
724
+ | `inspect_inheritance` | Explore class hierarchy — ancestors, children, all descendants |
725
+
726
+ ### Resource Tools (7)
727
+ | Tool | Description |
728
+ |------|-------------|
729
+ | `create_resource` | Create ANY resource type as .tres file |
730
+ | `modify_resource` | Modify properties of existing .tres/.res files |
731
+ | `create_material` | Create material resource |
732
+ | `create_shader` | Create shader file |
733
+ | `load_sprite` | Load texture into Sprite2D |
734
+ | `export_mesh_library` | Export as MeshLibrary |
735
+ | `create_tileset` | Create TileSet resource |
736
+
737
+ ### Animation Tools (2)
738
+ | Tool | Description |
739
+ |------|-------------|
740
+ | `create_animation` | Create animation in AnimationPlayer |
741
+ | `add_animation_track` | Add track with keyframes |
742
+
743
+ ### Signal Tools (3)
744
+ | Tool | Description |
745
+ |------|-------------|
746
+ | `connect_signal` | Connect signal to method |
747
+ | `disconnect_signal` | Remove signal connection |
748
+ | `list_connections` | List all connections in scene |
749
+
750
+ ### Import/Export Tools (7)
751
+ | Tool | Description |
752
+ |------|-------------|
753
+ | `get_import_status` | Check resource import status |
754
+ | `get_import_options` | Get import settings |
755
+ | `set_import_options` | Modify import settings |
756
+ | `reimport_resource` | Trigger reimport |
757
+ | `list_export_presets` | List export configurations |
758
+ | `export_project` | Build for distribution |
759
+ | `validate_project` | Check export readiness |
760
+
761
+ ### Configuration Tools (7)
762
+ | Tool | Description |
763
+ |------|-------------|
764
+ | `get_project_setting` | Read project setting |
765
+ | `set_project_setting` | Write project setting |
766
+ | `add_autoload` | Register singleton |
767
+ | `remove_autoload` | Unregister singleton |
768
+ | `list_autoloads` | List all autoloads |
769
+ | `set_main_scene` | Set startup scene |
770
+ | `add_input_action` | Add input mapping |
771
+
772
+ ### Plugin Tools (3)
773
+ | Tool | Description |
774
+ |------|-------------|
775
+ | `list_plugins` | List installed plugins |
776
+ | `enable_plugin` | Enable a plugin |
777
+ | `disable_plugin` | Disable a plugin |
778
+
779
+ ### DX Tools (5)
780
+ | Tool | Description |
781
+ |------|-------------|
782
+ | `get_dependencies` | Map resource dependencies |
783
+ | `find_resource_usages` | Find all resource references |
784
+ | `parse_error_log` | Parse errors with suggestions |
785
+ | `get_project_health` | Comprehensive health check |
786
+ | `search_project` | Search across all files |
787
+
788
+ ### Runtime Tools (5)
789
+ | Tool | Description |
790
+ |------|-------------|
791
+ | `get_runtime_status` | Check runtime connection |
792
+ | `inspect_runtime_tree` | Live scene inspection |
793
+ | `set_runtime_property` | Modify runtime property |
794
+ | `call_runtime_method` | Call method on running node |
795
+ | `get_runtime_metrics` | Get performance metrics |
796
+
797
+ ### UID Tools (2)
798
+ | Tool | Description |
799
+ |------|-------------|
800
+ | `get_uid` | Get file UID (Godot 4.4+) |
801
+ | `update_project_uids` | Regenerate UIDs |
802
+
803
+ ### Asset Library Tools (3)
804
+ | Tool | Description |
805
+ |------|-------------|
806
+ | `search_assets` | Search CC0 assets across Poly Haven, AmbientCG, and Kenney |
807
+ | `fetch_asset` | Download asset to your Godot project |
808
+ | `list_asset_providers` | List available providers and their capabilities |
809
+
810
+ ### Screenshot Tools (2)
811
+ | Tool | Description |
812
+ |------|-------------|
813
+ | `capture_screenshot` | Capture running game viewport as base64 image |
814
+ | `capture_viewport` | Capture a specific viewport node's texture |
815
+
816
+ ### Input Injection Tools (4)
817
+ | Tool | Description |
818
+ |------|-------------|
819
+ | `inject_action` | Simulate Godot input action press/release |
820
+ | `inject_key` | Simulate keyboard key event with modifiers |
821
+ | `inject_mouse_click` | Simulate mouse click at position |
822
+ | `inject_mouse_motion` | Simulate mouse movement |
823
+
824
+ ### GDScript LSP Tools (4)
825
+ | Tool | Description |
826
+ |------|-------------|
827
+ | `lsp_get_diagnostics` | Get errors/warnings from Godot Language Server |
828
+ | `lsp_get_completions` | Get code completions at a position |
829
+ | `lsp_get_hover` | Get hover info for a symbol |
830
+ | `lsp_get_symbols` | Get document symbol outline |
831
+
832
+ ### DAP (Debug) Tools (7)
833
+ | Tool | Description |
834
+ |------|-------------|
835
+ | `dap_get_output` | Get captured debug console output |
836
+ | `dap_set_breakpoint` | Set breakpoint in a GDScript file |
837
+ | `dap_remove_breakpoint` | Remove a breakpoint |
838
+ | `dap_continue` | Continue execution after breakpoint |
839
+ | `dap_pause` | Pause running debug target |
840
+ | `dap_step_over` | Step over current line |
841
+ | `dap_get_stack_trace` | Get current stack trace |
842
+
843
+ ---
844
+
845
+ ## Architecture
846
+
847
+ GoPeak uses a hybrid architecture:
848
+
849
+ 1. **Direct CLI Commands**: Simple operations use Godot's built-in CLI
850
+ 2. **Bundled GDScript**: Complex operations use a comprehensive `godot_operations.gd` script with ClassDB introspection
851
+ 3. **Runtime Addon**: TCP server (port 7777) for live debugging, screenshot capture, and input injection
852
+ 4. **Godot LSP Integration**: Connects to Godot editor's Language Server (port 6005) for GDScript diagnostics
853
+ 5. **Godot DAP Integration**: Connects to Godot editor's Debug Adapter (port 6006) for breakpoints and stepping
854
+ 6. **MCP Resources**: `godot://` URI protocol for direct project file access
855
+
856
+ **Key Design Decisions:**
857
+ - **ClassDB-based dynamic approach**: Instead of hardcoding tools for every Godot class, generic tools (`add_node`, `create_resource`) work with ANY class. AI discovers capabilities via `query_classes` and `query_class_info`
858
+ - **Type-safe serialization**: Automatic conversion for Vector2, Vector3, Color, Rect2, NodePath, and other Godot types
859
+ - **No temporary files**: Everything runs through the bundled GDScript operations dispatcher
860
+ - **Consistent error handling**: All operations validate inputs and provide meaningful error messages
861
+
862
+ ---
863
+
864
+ ## Troubleshooting
865
+
866
+ | Issue | Solution |
867
+ |-------|----------|
868
+ | Godot not found | Set `GODOT_PATH` environment variable |
869
+ | Connection issues | Restart your AI assistant |
870
+ | Invalid project path | Ensure path contains `project.godot` |
871
+ | Build errors | Run `npm install` to install dependencies |
872
+ | Runtime tools not working | Install and enable the addon in your project |
873
+
874
+ ---
875
+
876
+ ## Contributing
877
+
878
+ Contributions are welcome! Please read the [CONTRIBUTING.md](CONTRIBUTING.md) guide.
879
+
880
+ ---
881
+
882
+ ## License
883
+
884
+ MIT License - see [LICENSE](LICENSE) for details.
885
+
886
+ ---
887
+
888
+ ## Stats
889
+
890
+ - **95+ Tools** — comprehensive tools covering scene management, scripting, resources, animation, configuration, debugging, screenshots, input injection, LSP, DAP, and asset management
891
+ - **MCP Resources** — `godot://` URI protocol for direct project file access
892
+ - **GDScript LSP** — real-time diagnostics, completions, hover, and symbols via Godot's Language Server
893
+ - **Debug Adapter (DAP)** — breakpoints, stepping, stack traces, and console output capture
894
+ - **Screenshot Capture** — viewport capture from running games via runtime addon
895
+ - **Input Injection** — keyboard, mouse, and action simulation for automated testing
896
+ - **ClassDB Introspection** — AI dynamically discovers Godot classes, properties, and methods instead of relying on hardcoded tool definitions
897
+ - **20,000+ lines** of TypeScript and GDScript
898
+ - **~85% coverage** of Godot Engine's capabilities
899
+ - **Godot 4.x** full support (including 4.4+ UID features)
900
+ - **Auto Reload** plugin for seamless MCP integration
901
+ - **Multi-Source Asset Library** with CC0 assets from Poly Haven, AmbientCG, and Kenney
902
+ - **npm package** — install with `npx gopeak` or `npm install -g gopeak`
903
+
904
+ ---
905
+
906
+ ## Credits
907
+
908
+ - Original MCP server by [Coding-Solo](https://github.com/Coding-Solo/godot-mcp)
909
+ - Auto Reload plugin and unified package by [HaD0Yun](https://github.com/HaD0Yun)