🌐 Languages: English | 한국어 | 日本語 | Deutsch | Português | 简体中文
GoPeak is an MCP server for Godot that lets AI assistants run, inspect, modify, and debug real projects end-to-end.
English is the canonical source of truth. Localized READMEs are concise overviews and may lag behind
README.md.
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
- Godot 4.x
- Node.js 18+
- MCP-compatible client (Claude Desktop, Cursor, Cline, OpenCode, etc.)
npx -y gopeakor install globally:
npm install -g gopeak
gopeakOptional shell hooks for update notifications are now opt-in:
gopeak setup
gopeak setuponly modifies supported bash/zsh rc files when you run it explicitly.npm installno longer installs shell hooks automatically.
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "gopeak"],
"env": {
"GODOT_PATH": "/path/to/godot",
"GOPEAK_TOOL_PROFILE": "compact"
}
}
}
}
GOPEAK_TOOL_PROFILE=compactis 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.
- "List Godot projects in
/your/projectsand show project info." - "Create
scenes/Player.tscnwithCharacterBody2Droot and add a movement script." - "Run project, get debug output, then fix top error."
- Real project feedback loop: run the game, inspect logs, and fix in-context.
- Trusted Godot 4 workflow tools across project discovery, scene/script/resource editing, runtime/LSP/DAP integrations, testing, and asset workflows.
- Token-efficient by default: compact core surface + dynamic tool groups. Activate only the capability family you need instead of loading the full legacy surface.
- Dynamic tool groups with explicit maturity labels: search with
tool.catalogand matching groups auto-activate, or manually activate withtool.groups. - 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.
- Solo/indie developers moving quickly with AI assistance
- Teams that need AI grounded in actual project/runtime state
- Debug-heavy workflows (breakpoints, stack traces, live runtime checks)
GoPeak supports three exposure profiles:
compact(default): trusted core tools plus dynamic tool groups activated on demand.full: exposes the full legacy tool list for compatibility and audit work.legacy: same exposed behavior asfullfor older configurations.
Configure with either:
GOPEAK_TOOL_PROFILEMCP_TOOL_PROFILE(fallback alias)
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:
| Group | Maturity | Description / setup gate |
|---|---|---|
scene_advanced |
audit-required | Duplicate, reparent nodes, load sprites; verify scene ownership/persistence in a Godot 4 fixture before treating as trusted. |
uid |
audit-required | UID management for resources; gate behavior by Godot version and resource save/load evidence. |
import_export |
audit-required | Import pipeline, reimport, validate project; requires fixture checks for import settings and export command construction. |
autoload |
audit-required | Autoload singletons, main scene; requires project settings round-trip verification. |
signal |
audit-required | Disconnect signals, list connections; requires signal round-trip verification. |
runtime |
optional-runtime | Live scene inspection, runtime properties, metrics; requires the runtime addon/socket. |
resource |
audit-required | Create/modify materials, shaders, resources; requires resource save/load fixture checks. |
animation |
audit-required | Animations, tracks, animation tree, state machine; requires saved scene/resource fixture checks. |
plugin |
optional-editor | Enable/disable/list editor plugins; requires editor plugin availability. |
input |
audit-required | Input action mapping; requires project settings round-trip verification. |
tilemap |
audit-required | TileSet and TileMap cell painting; must account for Godot 4.3+ TileMapLayer behavior before being promoted. |
audio |
audit-required | Audio buses, effects, volume; requires bus layout fixture checks. |
navigation |
audit-required | Navigation regions and agents; requires saved scene/resource fixture checks. |
theme_ui |
audit-required | Theme colors, font sizes, shaders; requires resource save/load fixture checks. |
asset_store |
optional-network | Search/download external CC0 assets; requires network/provider availability and should remain optional. |
testing |
optional-runtime | Screenshots, viewport capture, input injection; requires runtime addon/editor availability. |
dx_tools |
audit-required | Error log, project health, find usages, scaffold; requires deterministic static fixture checks. |
intent_tracking |
workflow-layer | Intent capture, decision logs, handoff briefs; not a Godot engine primitive and should stay opt-in/workflow-scoped. |
class_advanced |
trusted-static | Class inheritance inspection; validate against ClassDB/static evidence. |
lsp |
optional-lsp | GDScript completions, hover, symbols; requires Godot LSP on port 6005. |
dap |
optional-dap | Breakpoints, stepping, stack traces; requires Godot DAP on port 6006. |
version_gate |
audit-required | Version validation and patch verification; requires explicit version fixture evidence. |
How it works:
-
Auto-activation via catalog: Search with
tool.catalogand matching groups activate automatically."Use
tool.catalogwith queryanimationand show relevant tools." -
Manual activation: Directly activate a group with
tool.groups."Use
tool.groupsto activate thedapgroup for debugging." -
Deactivation: Remove groups when done to reduce context.
"Use
tool.groupsto reset all active groups."
The server sends notifications/tools/list_changed so MCP clients (Claude Code, Claude Desktop) automatically refresh the tool list.
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.
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:
{
"position": { "type": "Vector2", "x": 100, "y": 200 },
"scale": { "type": "Vector2", "x": 2, "y": 2 }
}The internal headless serializer uses _type, but MCP callers should prefer type when they need an explicit cross-tool Godot value tag.
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.
Set page size with GOPEAK_TOOLS_PAGE_SIZE:
{
"env": {
"GOPEAK_TOOLS_PAGE_SIZE": "25"
}
}npx -y gopeaknpm install -g gopeak
gopeakOptional shell hooks for update notifications remain available via:
gopeak setupgit clone https://github.com/HaD0Yun/Gopeak-godot-mcp.git
cd godot-mcp
npm install
npm run build
node build/index.jsGoPeak also exposes two CLI bin names:
gopeakgodot-mcp
GitHub Actions runs on push/PR and executes:
npm run buildnpx tsc --noEmitnpm run smoke
Run the same checks locally before opening a PR:
npm run ci
npm run test:dynamic-groups
npm run test:integrationUse the built-in bump script to keep package.json and server.json in sync:
node scripts/bump-version.mjs patch
node scripts/bump-version.mjs minor --dry-runFull release checklist: docs/release-process.md.
Install in your Godot project folder:
curl -sL https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.sh | bashPowerShell:
iwr https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.ps1 -UseBasicParsing | iexThen enable plugins in Project Settings → Plugins (especially godot_mcp_editor for bridge-backed scene/resource tools).
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.
- Project control: launch editor, run/stop project, capture debug output
- Scene editing: create scenes, add/delete/reparent nodes, edit properties
- Script workflows: create/modify scripts, inspect script structure
- Resources: create/modify resources, materials, shaders, tilesets
- Signals/animation: connect signals, build animations/tracks/state machines
- Runtime tools: inspect live tree, set properties, call methods, metrics (requires runtime addon/socket)
- LSP + DAP: diagnostics/completion/hover + breakpoints/step/stack trace (requires Godot LSP/DAP ports)
- Input + screenshots: keyboard/mouse/action injection and viewport capture (requires runtime/editor bridge setup)
- Asset library: search/fetch CC0 assets (optional network/provider workflow)
| Area | Examples |
|---|---|
| Project | project.list, project.info, editor.run |
| Scene/Node | scene.create, scene.node.add, set_node_properties |
| Script | script.create, script.modify, script.info |
| Runtime | runtime.status, inspect_runtime_tree, call_runtime_method |
| LSP/DAP | lsp.diagnostics, lsp_get_hover, dap_set_breakpoint, dap.output |
| Input/Visual | inject_key, inject_mouse_click, capture_screenshot |
Visualize your entire project architecture with visualizer.map (map_project legacy). Scripts are grouped by folder structure into color-coded categories.
- "Create a Player scene with CharacterBody2D, Sprite2D, CollisionShape2D, and a basic movement script."
- "Add an enemy spawner scene and wire spawn signals to GameManager."
- "Run the project, collect errors, and fix the top 3 issues automatically."
- "Set a breakpoint at
scripts/player.gd:42, continue execution, and show stack trace when hit."
- "Press
ui_accept, move mouse to (400, 300), click, then capture a screenshot." - "Inspect live scene tree and report nodes with missing scripts or invalid references."
- "Use
tool.catalogwith querytilemapand list the most relevant tools." - "Activate the
daptool group for breakpoint debugging withtool.groups." - "Find import pipeline tools with
tool.catalogqueryimportand run the best one for texture settings." - "Reset all active tool groups with
tool.groupsto reduce context."
GoPeak treats compact as the safe default and full/legacy as compatibility profiles. Any future hide, remove, rename, or API-contract change must include:
- an old → new mapping or an explicit no-replacement note;
- the profile impact (
compact,full,legacy, or opt-in group); - whether an alias remains and the planned removal window;
- README/docs and release-note updates;
- a verification command proving
tools/listexposure and alias behavior; - a migration prompt example for common Godot workflows.
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.
| Name | Purpose | Default |
|---|---|---|
GOPEAK_TOOL_PROFILE |
Tool exposure profile: compact, full, legacy |
compact |
MCP_TOOL_PROFILE |
Fallback profile env alias | compact |
GODOT_PATH |
Explicit Godot executable path | auto-detect |
GODOT_BRIDGE_PORT |
Bridge/Visualizer HTTP+WS port override (aliases: MCP_BRIDGE_PORT, GOPEAK_BRIDGE_PORT) |
6505 |
DEBUG |
Enable server debug logs (true/false) |
false |
LOG_MODE |
Recording mode: lite or full |
lite |
GOPEAK_TOOLS_PAGE_SIZE |
Number of tools per tools/list page (pagination) |
33 |
GOPEAK_BRIDGE_PORT |
Port for unified bridge/visualizer server | 6505 |
GOPEAK_BRIDGE_HOST |
Bind host for bridge/visualizer server | 127.0.0.1 |
| Port | Service |
|---|---|
6505 (default) |
Unified Godot Bridge + Visualizer server (+ /health, /mcp) on loopback by default |
6005 |
Godot LSP |
6006 |
Godot DAP |
7777 |
Runtime addon command socket (only needed for runtime tools) |
- Core editing only: bridge port (
GODOT_BRIDGE_PORT, default6505) - Core + runtime actions (screenshots/input/runtime inspect): bridge port +
7777 - Full debugging + diagnostics: bridge port +
6005+6006+7777
- Godot not found → set
GODOT_PATH - No MCP tools visible → restart your MCP client
- Project path invalid → confirm
project.godotexists - Runtime tools not working → install/enable runtime addon plugin
- Need a tool that is not visible → run
tool.catalogto search and auto-activate matching groups, or usetool.groupsto activate a specific group get_editor_statussays disconnected while the Godot editor shows connected → check whether anothergopeak/MCP server instance already owns bridge port6505; the status payload now reports the startup error and suggests stopping duplicate servers
MIT — see LICENSE.
- Original MCP server by Coding-Solo
- GoPeak enhancements by HaD0Yun
- Project visualizer inspired by tomyud1/godot-mcp

