gopeak 2.0.1 → 2.1.0

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package/README.md CHANGED
@@ -5,429 +5,71 @@
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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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  [![](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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- ```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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+ ![GoPeak Hero](assets/gopeak-hero-v2.png)
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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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+ **GoPeak is an MCP server for Godot that lets AI assistants run, inspect, modify, and debug real projects end-to-end.**
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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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+ > Includes Auto Reload: when MCP edits scenes/scripts, the Godot editor refreshes automatically.
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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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- 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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- #### 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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- 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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- - **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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- 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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- ```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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- 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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- #### 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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- #### **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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+ ## Why GoPeak (Short Version)
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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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+ - **Real project feedback loop**: run the game, read logs, fix issues in-context.
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+ - **95+ tools** across scene, script, resource, runtime, LSP, DAP, input, and assets.
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+ - **Deep Godot integration**: ClassDB introspection, runtime inspection, debugger hooks.
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+ - **Faster iteration**: less copy-paste, more direct implementation/testing.
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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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+ ### Best For
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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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+ - Solo/indie developers building quickly with AI assistance
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+ - Teams that want AI to inspect real project state, not just generate snippets
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+ - Debug-heavy workflows where runtime introspection and breakpoints matter
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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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- ### 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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- ### 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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- ### 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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- ### 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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- ### 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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- ### 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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- ### 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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- ### Plugin Management
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- - List installed plugins with status
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- - Enable and disable plugins
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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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- ### 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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- ### 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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- ### 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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- ### 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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- ### 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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- **Supported Providers:**
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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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+ ## GoPeak vs Upstream (Coding-Solo/godot-mcp)
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+
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+ | Capability | Upstream | GoPeak |
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+ |---|---|---|
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+ | GDScript LSP tools | Not available in README tool list | ✅ `lsp_get_diagnostics`, `lsp_get_completions`, `lsp_get_hover`, `lsp_get_symbols` |
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+ | DAP debugging tools | Not available in README tool list | ✅ breakpoints, step/continue/pause, stack trace, debug output |
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+ | Input injection tools | Not available in README tool list | ✅ `inject_action`, `inject_key`, `inject_mouse_click`, `inject_mouse_motion` |
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+ | Screenshot capture tools | Not available in README tool list | ✅ `capture_screenshot`, `capture_viewport` |
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+ | Auto Reload editor plugin | Not available | included `auto_reload` addon |
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+ | Tool coverage scale | Smaller documented scope | ✅ 95+ MCP tools |
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  ---
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  ## Requirements
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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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+ - Godot 4.x
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+ - Node.js 18+
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+ - MCP-compatible client (Claude Desktop, Cursor, Cline, OpenCode, etc.)
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  ---
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- ## Installation and Configuration
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+ ## Installation
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- ### 🚀 One-Click Install (Recommended)
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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
393
- curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --dir ~/my-godot-mcp
394
-
395
- # Specify Godot path
396
- curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --godot /usr/bin/godot4
397
-
398
- # Get configuration for specific AI assistant
399
- curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --configure claude
400
- ```
401
-
402
- **Available options:**
403
- | Option | Description |
404
- |--------|-------------|
405
- | `-d, --dir PATH` | Installation directory (default: `~/.local/share/godot-mcp`) |
406
- | `-g, --godot PATH` | Path to Godot executable |
407
- | `-c, --configure NAME` | Show config for: `claude`, `cursor`, `cline`, `opencode` |
408
- | `-h, --help` | Show help message |
409
-
410
- ---
411
-
412
- ### Install via npm (Fastest)
59
+ ### 1) Fastest (recommended)
413
60
 
414
61
  ```bash
415
62
  npx gopeak
416
63
  ```
417
64
 
418
- Or install globally:
65
+ or
66
+
419
67
  ```bash
420
68
  npm install -g gopeak
421
69
  gopeak
422
70
  ```
423
71
 
424
- Then configure your AI assistant to run `gopeak` (or `npx gopeak`) instead of `node /path/to/build/index.js`.
425
-
426
- ---
427
-
428
- ### Manual Installation
429
-
430
- #### Step 1: Install and Build
72
+ ### 2) Manual (from source)
431
73
 
432
74
  ```bash
433
75
  git clone https://github.com/HaD0Yun/godot-mcp.git
@@ -436,48 +78,19 @@ npm install
436
78
  npm run build
437
79
  ```
438
80
 
439
- #### Step 2: Configure with Your AI Assistant
81
+ Set `GODOT_PATH` if Godot is not auto-detected.
440
82
 
441
- #### Option A: Configure with Cline (VS Code)
83
+ ### MCP Client Config (practical examples)
442
84
 
443
- Add to your Cline MCP settings file:
85
+ Use one of these depending on your client.
444
86
 
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`
87
+ **A) Global install (`npm install -g gopeak`)**
447
88
 
448
89
  ```json
449
90
  {
450
91
  "mcpServers": {
451
92
  "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"],
93
+ "command": "gopeak",
481
94
  "env": {
482
95
  "GODOT_PATH": "/path/to/godot"
483
96
  }
@@ -486,18 +99,15 @@ Add to `claude_desktop_config.json`:
486
99
  }
487
100
  ```
488
101
 
489
- #### Option D: Configure with OpenCode
490
-
491
- Add to your `opencode.json`:
102
+ **B) No global install (npx mode)**
492
103
 
493
104
  ```json
494
105
  {
495
- "mcp": {
106
+ "mcpServers": {
496
107
  "godot": {
497
- "type": "local",
498
- "command": ["node", "/absolute/path/to/godot-mcp/build/index.js"],
499
- "enabled": true,
500
- "environment": {
108
+ "command": "npx",
109
+ "args": ["-y", "gopeak"],
110
+ "env": {
501
111
  "GODOT_PATH": "/path/to/godot"
502
112
  }
503
113
  }
@@ -505,405 +115,88 @@ Add to your `opencode.json`:
505
115
  }
506
116
  ```
507
117
 
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 |
118
+ > Tip: If your client uses `args` array style only, use `"command": "npx"` + `"args": ["-y", "gopeak"]`.
514
119
 
515
120
  ---
516
121
 
517
- ## Example Prompts
122
+ ## Core Capabilities
518
123
 
519
- Once configured, you can use natural language to control Godot:
124
+ - **Project control**: launch editor, run/stop project, capture debug output
125
+ - **Scene editing**: create scenes, add/delete/reparent nodes, edit properties
126
+ - **Script workflows**: create/modify scripts, inspect script structure
127
+ - **Resources**: create/modify resources, materials, shaders, tilesets
128
+ - **Signals/animation**: connect signals, build animations/tracks/state machines
129
+ - **Runtime tools**: inspect live tree, set properties, call methods, metrics
130
+ - **LSP + DAP**: diagnostics/completion/hover + breakpoints/step/stack trace
131
+ - **Input + screenshots**: keyboard/mouse/action injection and viewport capture
132
+ - **Asset library**: search/fetch CC0 assets (Poly Haven, AmbientCG, Kenney)
520
133
 
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
- ```
134
+ ### Tool Coverage at a Glance
527
135
 
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
- ```
136
+ | Area | Examples |
137
+ |---|---|
138
+ | Scene/Node | `create_scene`, `add_node`, `set_node_properties` |
139
+ | Script | `create_script`, `modify_script`, `get_script_info` |
140
+ | Runtime | `inspect_runtime_tree`, `call_runtime_method` |
141
+ | LSP/DAP | `lsp_get_diagnostics`, `dap_set_breakpoint` |
142
+ | Input/Visual | `inject_key`, `inject_mouse_click`, `capture_screenshot` |
534
143
 
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
- ```
144
+ ---
542
145
 
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
- ```
146
+ ## Quick Prompt Examples
550
147
 
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
- ```
148
+ ### Build
149
+ - "Create a Player scene with CharacterBody2D, Sprite2D, CollisionShape2D, and a basic movement script."
150
+ - "Add an enemy spawner scene and wire spawn signals to GameManager."
558
151
 
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
- ```
152
+ ### Debug
153
+ - "Run the project, collect errors, and fix the top 3 issues automatically."
154
+ - "Set a breakpoint at `scripts/player.gd:42`, continue execution, and show the stack trace when hit."
565
155
 
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
- ```
156
+ ### Runtime Testing
157
+ - "Press `ui_accept`, move mouse to (400, 300), click, then capture a screenshot."
158
+ - "Inspect the live scene tree and report nodes with missing scripts or invalid references."
572
159
 
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
- ```
160
+ ### Refactor / Maintenance
161
+ - "Find all TODO/FIXME comments and group them by file with a priority suggestion."
162
+ - "Analyze project health and list quick wins to improve stability before release."
604
163
 
605
164
  ---
606
165
 
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
166
+ ## Auto Reload Addon (Recommended)
614
167
 
615
- **Option 1: One-Click Install**
168
+ Install in your Godot project folder:
616
169
 
617
- **Linux / macOS (Bash)**
618
170
  ```bash
619
- # Run in your Godot project folder
620
171
  curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install-addon.sh | bash
621
172
  ```
622
173
 
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
174
+ Then enable plugin in **Project Settings → Plugins**.
861
175
 
862
176
  ---
863
177
 
864
178
  ## Troubleshooting
865
179
 
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 |
180
+ - **Godot not found** → set `GODOT_PATH`
181
+ - **No MCP tools visible** → restart your MCP client
182
+ - **Project path invalid** confirm `project.godot` exists
183
+ - **Runtime tools not working** install/enable runtime addon
873
184
 
874
185
  ---
875
186
 
876
- ## Contributing
187
+ ## Docs & Project Links
877
188
 
878
- Contributions are welcome! Please read the [CONTRIBUTING.md](CONTRIBUTING.md) guide.
189
+ - [CHANGELOG](CHANGELOG.md)
190
+ - [ROADMAP](ROADMAP.md)
191
+ - [CONTRIBUTING](CONTRIBUTING.md)
879
192
 
880
193
  ---
881
194
 
882
195
  ## License
883
196
 
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
- ---
197
+ MIT see [LICENSE](LICENSE).
905
198
 
906
199
  ## Credits
907
200
 
908
201
  - 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)
202
+ - GoPeak enhancements by [HaD0Yun](https://github.com/HaD0Yun)