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Godot-MCP icon image
IvanMurzak
Godot-MCP

Model Context Protocol (MCP) integration for the Godot Editor. AI tools in C#, cloud-connected to ai-game.dev.Godot-MCP connects AI agents (Claude, Cursor, GitHub Copilot, Gemini, or any MCP-aware client) to the Godot Editor so they can inspect and drive your project β€” create nodes, edit scenes, manage resources and scripts, capture screenshots, and more.It is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AI Tools and connects them to an MCP server through the hosted cloud backend at ai-game.dev, or your own self-hosted server. The MCP / reflection stack is shared with Unity-MCP and consumed from nuget.org as NuGet package references (not forked).39 built-in tools across 11 families: ping, node, scene, resource, filesystem, script, screenshot, editor, console, reflection, and runtime-errors. Tool names mirror Unity-MCP where sensible (scene-*, node-*, ...).Requirements:- Godot 4.3+ β€” the C#/.NET (mono) edition. The standard GDScript-only build cannot compile the addon.- .NET 8 SDK.Important install note: Godot compiles every .cs file under your project into one assembly, so your project's .csproj must declare the two NuGet package references the addon depends on: com.IvanMurzak.ReflectorNet version 5.3.2 com.IvanMurzak.McpPlugin version 7.2.0Without them the addon's C# will not compile. Run dotnet restore after adding them. No manual DLL copying is required β€” at editor runtime the addon's assembly resolver locates the DLLs in your NuGet global-packages folder.Full documentation, the complete tool list, and connection setup:https://github.com/IvanMurzak/Godot-MCPLicense: Apache-2.0.

Script-IDE icon image
Maran23
Script-IDE

Transforms the Script UI into an IDE like UI.Multiline Tabs are used for navigating between scripts. Tab can be split.The default Outline got an overhaul and now shows all members of the script (not just methods) with unique icons for faster navigation.Enhanced keyboard navigation for Scripts and Outline.Fast quick search functionality.Quick function Override functionality.Features:- Scripts are now shown as Multiline Tabs- Script Tab can be split- The Outline got an overhaul and showed more than just the methods of the script. It includes the following members with a unique icon: -- Classes (Red Square) -- Constants (Red Circle) -- Signals (Yellow) -- Export variables (Orange) -- (Static) Variables (Red) -- Engine callback functions (Blue) -- (Static) Functions (Green) - Setter functions (Green circle, with an arrow inside it pointing to the right) - Getter functions (Green circle, with an arrow inside it pointing to the left)- All the different members of the script can be hidden or made visible again by the outline filter. This allows fine control of what should be visible (e.g., only signals, (Godot) functions, ...)- A `Right Click` enables only the clicked filter, another `Right Click` will enable all filters again- The Outline can be opened in a Popup with a defined shortcut for quick navigation between methods- You can navigate through the Outline with the `Arrow` keys (or `Page up/Page down`) and scroll to the selected item by pressing `ENTER`- Scripts can be opened in a Popup with a defined shortcut or when clicking the three dots on the top right of the Tabs for quick navigation between scripts- The currently edited script is automatically selected in the Filesystem Dock- Files can be quickly searched by the Quick Search Popup with `Shift`+`Shift`- You can find and quickly override any method from your super classes with `Alt`+`Ins`- The plugin is written with performance in mind, there are no unneeded features and works without any lags or stutteringCustomization:- The Outline is on the right side (can be changed to be on the left side again)- The Outline can be toggled via `File -> Toggle Scripts Panel`. This will hide or show it- The order in the Outline can be changed- There is also the possibility to hide private members, this is all members starting with a `_`- The Script ItemList is not visible by default but can be made visible againAll settings can be changed in the `Editor Settings` under `Plugin` -> `Script Ide`:- `Open Outline Popup` = Shortcut to control how the Outline Popup should be triggered (default=CTRL+O or META+O)- `Outline Position Right` = Flag to control whether the outline should be on the right or on the left side of the script editor (default=true)- `Outline Order` = List which specifies the order of all different types in the Outline- `Hide Private Members` = Flag to control whether private members (methods/variables/constants starting with '_') should be hidden in the Outline or not (default=false)- `Open Script Popup` = Shortcut to control how the Script Popup should be triggered (default=CTRL+U or META+U)- `Script List Visible` = Flag to control whether the script list should still be visible or not (above the outline) (default=false)- `Script Tabs Singleline` = Flag to control whether the script tabs should be in a single line (instead of multiline) (default=false)- `Script Tabs Visible` = Flag to control whether the script tabs should be visible or not (default=true)- `Script Tabs Position Top` = Flag to control whether the script tabs should be on the top or on the bottom (default=true)- `Script Tabs Close Button Always` = Flag to control whether the script tabs should always have the close button or only the select tab (default=false)- `Auto Navigate in FileSystem Dock` = Flag to control whether the script that is currently edited should be automatically selected in the Filesystem Dock (default=true)- `Open Quick Search Popup` = Shortcut to control how the Quick Search Popup should be triggered (default=Shift+Shift, double press behavior is hardcoded for now)- `Open Override Popup` = Shortcut to control how the Override Popup should be triggered (default=Alt+Ins)- `Cycle Tab forward` = Shortcut to cycle the script tabs in the forward direction (only works in the 'Script' Editor Tab) (default=CTRL+TAB)- `Cycle Tab backward` = Shortcut to cycle the script tabs in the backward direction (only works in the 'Script' Editor Tab) (default=CTRL+SHIFT+TAB)- All outline visibility settings

Godot MCP Pro icon image
y1uda
Godot MCP Pro

163 MCP Tools for AI-Powered Godot DevelopmentConnect AI assistants (Claude Code, Cursor, Windsurf, Cline) directly to your Godot 4 editor via the Model Context Protocol (MCP).Architecture: AI Assistant <--MCP--> Node.js Server <--WebSocket:6505--> Godot Editor Plugin23 Tool Categories (163 tools total): Project (7) β€” Project info, file search, settings, UID conversion Scene (9) β€” Scene tree, create/open/delete, play/stop, instancing Node (14) β€” Add/delete/duplicate/move, properties, signals, groups Script (8) β€” Read/create/edit, attach, validate syntax, search Editor (9) β€” Screenshots, error log, execute scripts, reload Input (7) β€” Key/mouse/action simulation, sequences, input mapping Runtime (19) β€” Game inspection, recording/replay, navigate, UI click Animation (6) β€” Create animations, tracks, keyframes with easing AnimationTree (8) β€” State machines, transitions, blend trees 3D Scene (6) β€” Meshes, cameras, lights, environment, GridMap Physics (6) β€” Bodies, collision shapes, layers, raycasts Particle (5) β€” GPU particles, materials, gradients, presets Navigation (6) β€” Regions, agents, baking, layer management Audio (6) β€” Players, bus layout, effects TileMap (6) β€” Set/fill/query cells, tile set info Theme/UI (6) β€” Colors, fonts, constants, StyleBox Shader (6) β€” Create/edit shaders, assign materials, parameters Resource (6) β€” Read/edit/create .tres, autoloads Batch/Refactor (8) β€” Find by type, cross-scene updates, dependencies Analysis (4) β€” Scene complexity, signal flow, unused resources Testing/QA (6) β€” Automated tests, assertions, screenshot compare Profiling (2) β€” Performance monitors, FPS/memory/draw calls Export (3) β€” Presets, export commands, template infoKey Features: - UndoRedo Integration β€” All mutations support Ctrl+Z - Smart Type Parsing β€” "Vector2(100, 200)", "#ff0000", "Color(1,0,0)" auto-converted - Auto-Reconnect β€” Exponential backoff (1s to 60s max) - Heartbeat β€” 10s ping/pong keeps connection alive - Error Suggestions β€” Structured errors with contextual hints - 2D & 3D β€” Full support for both 2D and 3D workflows - Lite Mode β€” 76 core tools for clients with tool limits (Cursor, Windsurf) - Permission Presets β€” Pre-configured settings for Claude Code auto-approvalQuick Start: 1. Copy addons/godot_mcp/ to your project 2. Enable plugin in Project Settings > Plugins 3. Install MCP server: cd server && npm install && npm run build 4. Configure your AI client's .mcp.jsonRequirements: - Godot 4.4+ - Node.js 18+ - MCP-compatible AI client (Claude Code, Cursor, Windsurf, VS Code + Cline, etc.)Links: Website & Docs: https://godot-mcp.abyo.net/ Purchase (itch.io): https://y1uda.itch.io/godot-mcp-pro β€” $15 one-time, lifetime updates GitHub: https://github.com/youichi-uda/godot-mcp-proNote: This repository contains the Godot editor plugin (addon). The full package including the MCP server is available via purchase.

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