gopeak 2.3.7 → 2.3.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -1,411 +1,279 @@
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- # GoPeak
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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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- [![](https://img.shields.io/github/last-commit/HaD0Yun/Gopeak-godot-mcp 'Last Commit')](https://github.com/HaD0Yun/Gopeak-godot-mcp/commits/main)
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- [![](https://img.shields.io/github/stars/HaD0Yun/Gopeak-godot-mcp 'Stars')](https://github.com/HaD0Yun/Gopeak-godot-mcp/stargazers)
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- [![](https://img.shields.io/github/forks/HaD0Yun/Gopeak-godot-mcp 'Forks')](https://github.com/HaD0Yun/Gopeak-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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- 🌐 **Languages**: **English** | [한국어](README-ko.md) | [日本語](README-ja.md) | [Deutsch](README-de.md) | [Português](README-pt_BR.md) | [简体中文](README-zh.md)
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- ![GoPeak Hero](assets/gopeak-hero-v2.png)
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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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- > English is the canonical source of truth. Localized READMEs are concise overviews and may lag behind `README.md`.
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- > Discord community chat is temporarily unavailable while the invite link is refreshed. Please use GitHub Discussions in the meantime: https://github.com/HaD0Yun/Gopeak-godot-mcp/discussions
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-
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- ---
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-
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- ## Quick Start (3 Minutes)
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-
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- ### Requirements
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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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- ### 1) Run GoPeak
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-
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- ```bash
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- npx -y gopeak
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- ```
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-
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- or install globally:
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-
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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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- Optional shell hooks for update notifications are now **opt-in**:
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-
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- ```bash
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- gopeak setup
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- ```
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-
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- > `gopeak setup` only modifies supported bash/zsh rc files when you run it explicitly. `npm install` no longer installs shell hooks automatically.
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-
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- ### 2) Add MCP client config
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- ```json
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- {
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- "mcpServers": {
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- "godot": {
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- "command": "npx",
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- "args": ["-y", "gopeak"],
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- "env": {
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- "GODOT_PATH": "/path/to/godot",
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- "GOPEAK_TOOL_PROFILE": "compact"
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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_TOOL_PROFILE=compact` is the default. It exposes a trusted core surface with dynamic tool groups that activate on demand — keeping token usage low while making experimental or environment-dependent capabilities explicit.
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- ### 3) First prompts to try
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- - "List Godot projects in `/your/projects` and show project info."
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- - "Create `scenes/Player.tscn` with `CharacterBody2D` root and add a movement script."
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- - "Run project, get debug output, then fix top error."
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-
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- ---
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-
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- ## Why GoPeak
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- - **Real project feedback loop**: run the game, inspect logs, and fix in-context.
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- - **Trusted Godot 4 workflow tools** across project discovery, scene/script/resource editing, runtime/LSP/DAP integrations, testing, and asset workflows.
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- - **Token-efficient by default**: compact core surface + dynamic tool groups. Activate only the capability family you need instead of loading the full legacy surface.
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- - **Dynamic tool groups with explicit maturity labels**: search with `tool.catalog` and matching groups auto-activate, or manually activate with `tool.groups`.
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- - **Deep Godot integration with setup gates**: ClassDB queries, runtime inspection, debugger hooks, and bridge-based scene/resource edits clearly state addon, editor, LSP, DAP, or runtime requirements.
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- ### Best For
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- - Solo/indie developers moving quickly with AI assistance
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- - Teams that need AI grounded in actual project/runtime state
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- - Debug-heavy workflows (breakpoints, stack traces, live runtime checks)
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-
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- ---
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-
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- ## Tool Surface Model (Important)
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- GoPeak supports three exposure profiles:
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- - `compact` (default): trusted core tools plus dynamic tool groups activated on demand.
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- - `full`: exposes the full legacy tool list for compatibility and audit work.
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- - `legacy`: same exposed behavior as `full` for older configurations.
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- Configure with either:
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- - `GOPEAK_TOOL_PROFILE`
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- - `MCP_TOOL_PROFILE` (fallback alias)
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-
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- ### Dynamic Tool Groups (compact mode)
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- In `compact` mode, additional tools are organized into dynamic groups that activate automatically when needed. Maturity labels are intentionally conservative until each group has Godot 4 fixture evidence:
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- | Group | Maturity | Description / setup gate |
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- |---|---|---|
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- | `scene_advanced` | audit-required | Duplicate, reparent nodes, load sprites; verify scene ownership/persistence in a Godot 4 fixture before treating as trusted. |
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- | `uid` | audit-required | UID management for resources; gate behavior by Godot version and resource save/load evidence. |
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- | `import_export` | audit-required | Import pipeline, reimport, validate project; requires fixture checks for import settings and export command construction. |
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- | `autoload` | audit-required | Autoload singletons, main scene; requires project settings round-trip verification. |
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- | `signal` | audit-required | Disconnect signals, list connections; requires signal round-trip verification. |
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- | `runtime` | optional-runtime | Live scene inspection, runtime properties, metrics; requires the runtime addon/socket. |
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- | `resource` | audit-required | Create/modify materials, shaders, resources; requires resource save/load fixture checks. |
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- | `animation` | audit-required | Animations, tracks, animation tree, state machine; requires saved scene/resource fixture checks. |
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- | `plugin` | optional-editor | Enable/disable/list editor plugins; requires editor plugin availability. |
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- | `input` | audit-required | Input action mapping; requires project settings round-trip verification. |
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- | `tilemap` | audit-required | TileSet and TileMap cell painting; must account for Godot 4.3+ `TileMapLayer` behavior before being promoted. |
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- | `audio` | audit-required | Audio buses, effects, volume; requires bus layout fixture checks. |
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- | `navigation` | audit-required | Navigation regions and agents; requires saved scene/resource fixture checks. |
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- | `theme_ui` | audit-required | Theme colors, font sizes, shaders; requires resource save/load fixture checks. |
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- | `asset_store` | optional-network | Search/download external CC0 assets; requires network/provider availability and should remain optional. |
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- | `testing` | optional-runtime | Screenshots, viewport capture, input injection; requires runtime addon/editor availability. |
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- | `dx_tools` | audit-required | Error log, project health, find usages, scaffold; requires deterministic static fixture checks. |
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- | `intent_tracking` | workflow-layer | Intent capture, decision logs, handoff briefs; not a Godot engine primitive and should stay opt-in/workflow-scoped. |
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- | `class_advanced` | trusted-static | Class inheritance inspection; validate against ClassDB/static evidence. |
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- | `lsp` | optional-lsp | GDScript completions, hover, symbols; requires Godot LSP on port 6005. |
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- | `dap` | optional-dap | Breakpoints, stepping, stack traces; requires Godot DAP on port 6006. |
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- | `version_gate` | audit-required | Version validation and patch verification; requires explicit version fixture evidence. |
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- **How it works:**
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- 1. **Auto-activation via catalog**: Search with `tool.catalog` and matching groups activate automatically.
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- > "Use `tool.catalog` with query `animation` and show relevant tools."
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- 2. **Manual activation**: Directly activate a group with `tool.groups`.
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- > "Use `tool.groups` to activate the `dap` group for debugging."
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- 3. **Deactivation**: Remove groups when done to reduce context.
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- > "Use `tool.groups` to reset all active groups."
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- The server sends `notifications/tools/list_changed` so MCP clients (Claude Code, Claude Desktop) automatically refresh the tool list.
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- If your MCP client caches tools aggressively and does not refresh after activation, reconnect the client or call the newly activated tool directly once to force a fresh `tools/list` round-trip.
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- ### Typed property values for scene tools
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- Bridge-backed scene tools (`add_node`, `set_node_properties`) now coerce common vector payloads such as `{ "x": 100, "y": 200 }` and `[100, 200]` for typed properties like `position` and `scale`. Tagged values are still the safest cross-tool form:
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- ```json
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- {
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- "position": { "type": "Vector2", "x": 100, "y": 200 },
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- "scale": { "type": "Vector2", "x": 2, "y": 2 }
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- }
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- ```
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- The internal headless serializer uses `_type`, but MCP callers should prefer `type` when they need an explicit cross-tool Godot value tag.
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- ### Don't worry about tokens
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- GoPeak uses **cursor-based pagination** for `tools/list` even in `full` profile, tools are delivered in pages (default 33) instead of dumping the entire legacy definition set at once. Your AI client fetches the next page only when it needs more.
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- Set page size with `GOPEAK_TOOLS_PAGE_SIZE`:
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- ```json
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- {
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- "env": {
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- "GOPEAK_TOOLS_PAGE_SIZE": "25"
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- }
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- }
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- ```
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-
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- ---
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- ## Installation Options
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- ### A) Recommended: npx
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- ```bash
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- npx -y gopeak
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- ```
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-
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- ### B) Global install
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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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- Optional shell hooks for update notifications remain available via:
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- ```bash
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- gopeak setup
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- ```
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-
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- ### C) From source
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- ```bash
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- git clone https://github.com/HaD0Yun/Gopeak-godot-mcp.git
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- cd godot-mcp
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- npm install
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- npm run build
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- node build/index.js
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- ```
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- GoPeak also exposes two CLI bin names:
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- - `gopeak`
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- - `godot-mcp`
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-
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- ---
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- ## Documentation
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- - [Documentation Map](docs/README.md)
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- - [Architecture](docs/architecture.md)
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- - [Platform Roadmap](docs/platform-roadmap.md)
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- - [Unity-MCP Benchmark Plan](docs/unity-mcp-benchmark-plan.md)
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- - [Release Process](docs/release-process.md)
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- ## CI
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- GitHub Actions runs on push/PR and executes:
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- 1. `npm run build`
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- 2. `npx tsc --noEmit`
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- 3. `npm run smoke`
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- Run the same checks locally before opening a PR:
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- ```bash
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- npm run ci
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- npm run test:dynamic-groups
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- npm run test:integration
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- ```
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- ---
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- ## Versioning & Release
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- Use the built-in bump script to keep `package.json` and `server.json` in sync:
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- ```bash
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- node scripts/bump-version.mjs patch
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- node scripts/bump-version.mjs minor --dry-run
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- ```
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- Full release checklist: [`docs/release-process.md`](docs/release-process.md).
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- ---
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- ## Addons (Recommended)
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- ### Auto Reload + Editor Bridge + Runtime Addon installer
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- Install in your Godot project folder:
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- ```bash
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- curl -sL https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.sh | bash
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- ```
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- PowerShell:
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- ```powershell
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- iwr https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.ps1 -UseBasicParsing | iex
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- ```
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- Then enable plugins in **Project Settings → Plugins** (especially `godot_mcp_editor` for bridge-backed scene/resource tools).
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- ---
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- ## Core Capabilities
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- These capabilities are grouped by workflow value. Optional-runtime/LSP/DAP/network groups require their setup gates before use; audit-required groups should be promoted only after fixture evidence.
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- - **Project control**: launch editor, run/stop project, capture debug output
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- - **Scene editing**: create scenes, add/delete/reparent nodes, edit properties
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- - **Script workflows**: create/modify scripts, inspect script structure
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- - **Resources**: create/modify resources, materials, shaders, tilesets
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- - **Signals/animation**: connect signals, build animations/tracks/state machines
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- - **Runtime tools**: inspect live tree, set properties, call methods, metrics (requires runtime addon/socket)
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- - **LSP + DAP**: diagnostics/completion/hover + breakpoints/step/stack trace (requires Godot LSP/DAP ports)
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- - **Input + screenshots**: keyboard/mouse/action injection and viewport capture (requires runtime/editor bridge setup)
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- - **Asset library**: search/fetch CC0 assets (optional network/provider workflow)
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- ### Tool families (examples)
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- | Area | Examples |
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- |---|---|
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- | Project | `project.list`, `project.info`, `editor.run` |
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- | Scene/Node | `scene.create`, `scene.node.add`, `set_node_properties` |
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- | Script | `script.create`, `script.modify`, `script.info` |
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- | Runtime | `runtime.status`, `inspect_runtime_tree`, `call_runtime_method` |
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- | LSP/DAP | `lsp.diagnostics`, `lsp_get_hover`, `dap_set_breakpoint`, `dap.output` |
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- | Input/Visual | `inject_key`, `inject_mouse_click`, `capture_screenshot` |
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- ---
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- ## Project Visualizer
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- Visualize your entire project architecture with `visualizer.map` (`map_project` legacy). Scripts are grouped by folder structure into color-coded categories.
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- ![Project Visualizer — AI-generated architecture map](assets/visualizer-category-map.png)
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- ---
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- ## Quick Prompt Examples
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- ### Build
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- - "Create a Player scene with CharacterBody2D, Sprite2D, CollisionShape2D, and a basic movement script."
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- - "Add an enemy spawner scene and wire spawn signals to GameManager."
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- ### Debug
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- - "Run the project, collect errors, and fix the top 3 issues automatically."
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- - "Set a breakpoint at `scripts/player.gd:42`, continue execution, and show stack trace when hit."
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- ### Runtime testing
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- - "Press `ui_accept`, move mouse to (400, 300), click, then capture a screenshot."
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- - "Inspect live scene tree and report nodes with missing scripts or invalid references."
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- ### Discovery & dynamic groups
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- - "Use `tool.catalog` with query `tilemap` and list the most relevant tools."
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- - "Activate the `dap` tool group for breakpoint debugging with `tool.groups`."
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- - "Find import pipeline tools with `tool.catalog` query `import` and run the best one for texture settings."
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- - "Reset all active tool groups with `tool.groups` to reduce context."
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- ---
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- ## Migration & Deprecation Policy
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- GoPeak treats `compact` as the safe default and `full`/`legacy` as compatibility profiles. Any future hide, remove, rename, or API-contract change must include:
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- 1. an old → new mapping or an explicit no-replacement note;
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- 2. the profile impact (`compact`, `full`, `legacy`, or opt-in group);
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- 3. whether an alias remains and the planned removal window;
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- 4. README/docs and release-note updates;
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- 5. a verification command proving `tools/list` exposure and alias behavior;
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- 6. a migration prompt example for common Godot workflows.
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- Current compatibility stance: legacy tool names and compact aliases remain supported. Dynamic groups with optional external requirements (`runtime`, `testing`, `lsp`, `dap`, `asset_store`) should be documented as opt-in/setup-gated rather than marketed as always-available core behavior.
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- ## Technical Reference
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- ### Environment variables
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- | Name | Purpose | Default |
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- | `GOPEAK_TOOL_PROFILE` | Tool exposure profile: `compact`, `full`, `legacy` | `compact` |
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- | `MCP_TOOL_PROFILE` | Fallback profile env alias | `compact` |
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- | `GODOT_PATH` | Explicit Godot executable path | auto-detect |
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- | `GODOT_BRIDGE_PORT` | Bridge/Visualizer HTTP+WS port override (aliases: `MCP_BRIDGE_PORT`, `GOPEAK_BRIDGE_PORT`) | `6505` |
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- | `DEBUG` | Enable server debug logs (`true`/`false`) | `false` |
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- | `LOG_MODE` | Recording mode: `lite` or `full` | `lite` |
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- | `GOPEAK_TOOLS_PAGE_SIZE` | Number of tools per `tools/list` page (pagination) | `33` |
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- | `GOPEAK_BRIDGE_PORT` | Port for unified bridge/visualizer server | `6505` |
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- | `GOPEAK_BRIDGE_HOST` | Bind host for bridge/visualizer server | `127.0.0.1` |
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- ### Ports
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- | Port | Service |
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- |---|---|
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- | `6505` (default) | Unified Godot Bridge + Visualizer server (+ `/health`, `/mcp`) on loopback by default |
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- | `6005` | Godot LSP |
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- | `6006` | Godot DAP |
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- | `7777` | Runtime addon command socket (only needed for runtime tools) |
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- ### Minimal port profiles
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- - **Core editing only**: bridge port (`GODOT_BRIDGE_PORT`, default `6505`)
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- - **Core + runtime actions (screenshots/input/runtime inspect)**: bridge port + `7777`
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- - **Full debugging + diagnostics**: bridge port + `6005` + `6006` + `7777`
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- ---
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- ## Troubleshooting
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- - **Godot not found** → set `GODOT_PATH`
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- - **No MCP tools visible** → restart your MCP client
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- - **Project path invalid** → confirm `project.godot` exists
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- - **Runtime tools not working** → install/enable runtime addon plugin
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- - **Need a tool that is not visible** → run `tool.catalog` to search and auto-activate matching groups, or use `tool.groups` to activate a specific group
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- - **`get_editor_status` says disconnected while the Godot editor shows connected** → check whether another `gopeak`/MCP server instance already owns bridge port `6505`; the status payload now reports the startup error and suggests stopping duplicate servers
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- ---
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- ## Docs & Project Links
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- - [Architecture (MCP Platform Direction)](docs/architecture.md)
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- - [Platform Roadmap (P1/P2/P3)](docs/platform-roadmap.md)
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- - [CHANGELOG](CHANGELOG.md)
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- - [ROADMAP](ROADMAP.md)
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- - [CONTRIBUTING](CONTRIBUTING.md)
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-
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- ---
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- ## License
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- MIT — see [LICENSE](LICENSE).
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- ## Credits
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- - Original MCP server by [Coding-Solo](https://github.com/Coding-Solo/godot-mcp)
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- - GoPeak enhancements by [HaD0Yun](https://github.com/HaD0Yun)
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- - Project visualizer inspired by [tomyud1/godot-mcp](https://github.com/tomyud1/godot-mcp)
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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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+ [![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/badge/License-MIT-red.svg 'MIT License')](https://opensource.org/licenses/MIT)
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+
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+ 🌐 **Languages**: **English** | [한국어](README-ko.md) | [日本語](README-ja.md) | [Deutsch](README-de.md) | [Português](README-pt_BR.md) | [简体中文](README-zh.md)
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+
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+ ![GoPeak Hero](assets/gopeak-hero-v2.png)
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+
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+ **GoPeak is an MCP server for Godot 4 that gives AI assistants a real edit → run → inspect → fix loop.**
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+
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+ It is designed for trusted Godot 4 workflows: small default tool surface, setup-gated advanced capabilities, and explicit compatibility rules for older/legacy tool names.
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+ > English is the canonical source of truth. Localized READMEs are concise overviews and may lag behind `README.md`.
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+ >
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+ > Discord is temporarily unavailable while the invite link is refreshed. Use [GitHub Discussions](https://github.com/HaD0Yun/Gopeak-godot-mcp/discussions) for now.
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+
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+ ---
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+
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+ ## Quick Start
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+
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+ ### Requirements
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+
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+ - Godot 4.x
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+ - Node.js 18+
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+ - MCP-compatible client such as Claude Desktop, Cursor, Cline, or OpenCode
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+
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+ ### 1) Run GoPeak
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+
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+ ```bash
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+ npx -y gopeak
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+ ```
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+
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+ or install globally:
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+
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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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+ ### 2) Add MCP client config
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+
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+ ```json
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+ {
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+ "mcpServers": {
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+ "godot": {
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+ "command": "npx",
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+ "args": ["-y", "gopeak"],
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+ "env": {
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+ "GODOT_PATH": "/path/to/godot",
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+ "GOPEAK_TOOL_PROFILE": "compact"
55
+ }
56
+ }
57
+ }
58
+ }
59
+ ```
60
+
61
+ `compact` is the default profile. It keeps the initial MCP context small and exposes additional setup-gated groups only when requested.
62
+
63
+ ### 3) Try these prompts
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+
65
+ - "List Godot projects in `/your/projects` and show project info."
66
+ - "Create `scenes/Player.tscn` with a `CharacterBody2D` root and a movement script."
67
+ - "Run the project, read the debug output, and fix the top error."
68
+ - "Use `tool.catalog` to find animation tools, then activate the right group."
69
+
70
+ ---
71
+
72
+ ## What You Get
73
+
74
+ | Workflow | What GoPeak can do |
75
+ |---|---|
76
+ | Project control | Find projects, launch the editor, run/stop the game, collect debug output. |
77
+ | Scene + script editing | Create scenes, add nodes, edit typed properties, create/modify GDScript. |
78
+ | Resource workflows | Work with resources, materials, shaders, imports, and export-related checks. |
79
+ | Debugging | Use logs, Godot LSP diagnostics, DAP breakpoints/stack traces, and runtime inspection when configured. |
80
+ | Runtime testing | Capture screenshots, inspect live trees, inject input, and call runtime methods through the addon. |
81
+ | Tool discovery | Keep the default surface compact, then activate capability groups with `tool.catalog` or `tool.groups`. |
82
+
83
+ ### Setup gates
84
+
85
+ Some capabilities require extra Godot-side services. GoPeak labels these instead of pretending everything is always available:
86
+
87
+ | Capability | Requires |
88
+ |---|---|
89
+ | Editor bridge scene/resource edits | `godot_mcp_editor` plugin enabled in the Godot project. |
90
+ | Runtime inspection, screenshots, input injection | Runtime addon/socket, default port `7777`. |
91
+ | GDScript LSP tools | Godot LSP enabled on port `6005`. |
92
+ | DAP debugging tools | Godot DAP enabled on port `6006`. |
93
+ | Asset store/provider tools | Network access and provider availability. |
94
+
95
+ ---
96
+
97
+ ## Add the Godot Plugins
98
+
99
+ Install from your Godot project folder:
100
+
101
+ ```bash
102
+ curl -sL https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.sh | bash
103
+ ```
104
+
105
+ PowerShell:
106
+
107
+ ```powershell
108
+ iwr https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.ps1 -UseBasicParsing | iex
109
+ ```
110
+
111
+ Then enable plugins in **Project Settings → Plugins**:
112
+
113
+ - `godot_mcp_editor` for bridge-backed scene/resource tools
114
+ - `godot_mcp_runtime` for runtime inspection, screenshots, and input workflows
115
+
116
+ Optional shell hooks for update notifications are opt-in:
117
+
118
+ ```bash
119
+ gopeak setup
120
+ ```
121
+
122
+ `gopeak setup` only modifies supported bash/zsh rc files when you run it explicitly. `npm install` does not install shell hooks automatically.
123
+
124
+ ---
125
+
126
+ ## Tool Profiles
127
+
128
+ GoPeak supports three exposure profiles:
129
+
130
+ | Profile | Use when |
131
+ |---|---|
132
+ | `compact` | Default. Trusted core tools plus dynamic groups activated on demand. |
133
+ | `full` | Compatibility/audit mode for the full legacy surface. |
134
+ | `legacy` | Older config alias with the same exposed behavior as `full`. |
135
+
136
+ Set either `GOPEAK_TOOL_PROFILE` or the fallback alias `MCP_TOOL_PROFILE`.
137
+
138
+ ### Dynamic groups
139
+
140
+ In compact mode, search with `tool.catalog`; matching groups auto-activate. You can also manage groups directly with `tool.groups`.
141
+
142
+ Common groups:
143
+
144
+ | Group | Status | Notes |
145
+ |---|---|---|
146
+ | `runtime` | optional-runtime | Live scene tree, properties, method calls, metrics. Requires runtime addon/socket. |
147
+ | `testing` | optional-runtime | Screenshots, viewport capture, input injection. Requires runtime/editor setup. |
148
+ | `lsp` | optional-lsp | Diagnostics, completion, hover, symbols. Requires Godot LSP on port `6005`. |
149
+ | `dap` | optional-dap | Breakpoints, stepping, stack traces. Requires Godot DAP on port `6006`. |
150
+ | `asset_store` | optional-network | External CC0 asset search/download. Network/provider dependent. |
151
+ | `class_advanced` | trusted-static | ClassDB/inheritance discovery backed by static engine metadata. |
152
+ | `tilemap` | audit-required | Must account for Godot 4.3+ `TileMapLayer` behavior before promotion. |
153
+ | mutation groups | audit-required | Scene/resource/script/settings/signal/autoload/import/audio/navigation/theme/animation groups need fixture evidence before being marketed as fully trusted. |
154
+ | `intent_tracking` | workflow-layer | Workflow memory/handoff helpers, not a Godot engine primitive. Keep opt-in. |
155
+
156
+ If your MCP client does not refresh after activation, reconnect the client or call the newly activated tool once to force a fresh `tools/list` round-trip.
157
+
158
+ GoPeak also uses cursor-based pagination for `tools/list` so large profiles are not dumped into context at once. Tune it with `GOPEAK_TOOLS_PAGE_SIZE` when needed.
159
+
160
+ ---
161
+
162
+ ## Typed Godot Values
163
+
164
+ Bridge-backed scene tools such as `add_node` and `set_node_properties` accept common vector payloads for typed properties:
165
+
166
+ ```json
167
+ {
168
+ "position": { "type": "Vector2", "x": 100, "y": 200 },
169
+ "scale": { "type": "Vector2", "x": 2, "y": 2 }
170
+ }
171
+ ```
172
+
173
+ Plain `{ "x": 100, "y": 200 }` and `[100, 200]` are also coerced for common `Vector2` fields, but tagged values are safest across tools.
174
+
175
+ ---
176
+
177
+ ## Useful Commands
178
+
179
+ ```bash
180
+ # run from npm
181
+ npx -y gopeak
182
+
183
+ # install globally
184
+ npm install -g gopeak
185
+
186
+ # run from source
187
+ git clone https://github.com/HaD0Yun/Gopeak-godot-mcp.git
188
+ cd Gopeak-godot-mcp
189
+ npm install
190
+ npm run build
191
+ node build/index.js
192
+
193
+ # local verification
194
+ npm run ci
195
+ npm run test:dynamic-groups
196
+ npm run test:metadata
197
+ npm run test:packaging
198
+ ```
199
+
200
+ CLI bin names:
201
+
202
+ - `gopeak`
203
+ - `godot-mcp`
204
+
205
+ ---
206
+
207
+ ## Environment & Ports
208
+
209
+ | Name | Purpose | Default |
210
+ |---|---|---|
211
+ | `GOPEAK_TOOL_PROFILE` | Tool exposure profile: `compact`, `full`, `legacy` | `compact` |
212
+ | `MCP_TOOL_PROFILE` | Fallback profile env alias | `compact` |
213
+ | `GODOT_PATH` | Explicit Godot executable path | auto-detect |
214
+ | `GODOT_BRIDGE_PORT` | Bridge/Visualizer HTTP+WS port override | `6505` |
215
+ | `GOPEAK_BRIDGE_HOST` | Bridge/Visualizer bind host | `127.0.0.1` |
216
+ | `GOPEAK_TOOLS_PAGE_SIZE` | Number of tools per `tools/list` page | `33` |
217
+ | `GOPEAK_RUNTIME_TIMEOUT_MS` | Runtime addon command timeout in milliseconds | `10000` |
218
+ | `DEBUG` | Enable server debug logs | `false` |
219
+ | `LOG_MODE` | Recording mode: `lite` or `full` | `lite` |
220
+
221
+ | Port | Service |
222
+ |---|---|
223
+ | `6505` | Unified Godot Bridge + Visualizer server on loopback by default. |
224
+ | `6005` | Godot LSP. |
225
+ | `6006` | Godot DAP. |
226
+ | `7777` | Runtime addon command socket. |
227
+
228
+ Runtime screenshot tools (`capture_screenshot`, `capture_viewport`) use a GoPeak-managed temporary PNG file when the runtime addon supports `output_path`, then return normal MCP image content. Older runtime addons that do not receive an `output_path` continue to return inline base64 screenshots.
229
+
230
+ ---
231
+
232
+ ## Troubleshooting
233
+
234
+ - **Godot not found** → set `GODOT_PATH`.
235
+ - **No MCP tools visible** → restart your MCP client.
236
+ - **Need a hidden tool** search with `tool.catalog` or activate a group with `tool.groups`.
237
+ - **Project path invalid** → confirm `project.godot` exists.
238
+ - **Runtime tools not working** → install/enable the runtime addon and check port `7777`.
239
+ - **Runtime screenshots time out** → update the runtime addon so screenshot commands support the managed `output_path` flow. For slow runtime responses, raise `GOPEAK_RUNTIME_TIMEOUT_MS`; older addons may still time out on large inline base64 screenshots.
240
+ - **Editor bridge disconnected** → stop duplicate `gopeak`/MCP servers that may already own bridge port `6505`; `get_editor_status` reports bridge startup errors such as `EADDRINUSE`.
241
+
242
+ ---
243
+
244
+ ## Migration & Deprecation Policy
245
+
246
+ GoPeak treats `compact` as the safe default and `full`/`legacy` as compatibility profiles. Future hide, remove, rename, or API-contract changes must include:
247
+
248
+ 1. old new mapping or an explicit no-replacement note;
249
+ 2. profile impact (`compact`, `full`, `legacy`, or opt-in group);
250
+ 3. alias window and planned removal timing;
251
+ 4. README/docs and release-note updates;
252
+ 5. verification proving `tools/list` exposure and alias behavior;
253
+ 6. migration prompt examples for common Godot workflows.
254
+
255
+ Current stance: legacy tool names and compact aliases remain supported. Optional external groups (`runtime`, `testing`, `lsp`, `dap`, `asset_store`) are setup-gated, not always-available core behavior.
256
+
257
+ Full policy: [docs/migration-policy.md](docs/migration-policy.md).
258
+
259
+ ---
260
+
261
+ ## More Docs
262
+
263
+ - [Documentation Map](docs/README.md)
264
+ - [Architecture](docs/architecture.md)
265
+ - [Migration Policy](docs/migration-policy.md)
266
+ - [Release Process](docs/release-process.md)
267
+ - [CHANGELOG](CHANGELOG.md)
268
+ - [ROADMAP](ROADMAP.md)
269
+ - [CONTRIBUTING](CONTRIBUTING.md)
270
+
271
+ ---
272
+
273
+ ## License & Credits
274
+
275
+ MIT see [LICENSE](LICENSE).
276
+
277
+ - Original MCP server by [Coding-Solo](https://github.com/Coding-Solo/godot-mcp)
278
+ - GoPeak enhancements by [HaD0Yun](https://github.com/HaD0Yun)
279
+ - Project visualizer inspired by [tomyud1/godot-mcp](https://github.com/tomyud1/godot-mcp)