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Mebo

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Mebo

mebo is a standalone AI IDE for the Godot Engine. Its agent indexes your whole project — scenes, scripts, signals — and edits the live editor through a bridge addon: build scenes, wire signals, press play from chat. Every answer is grounded in the official docs for your Godot version (no more Godot 3 API hallucinations), every edit is verified by real diagnostics, and nothing touches your project until you approve the diff. GDScript + C#. macOS, Windows, Linux. Free trial, no card required.

Supported Engine Version
4.0
Version String
0.7.0
License Version
MIT
Support Level
community
Modified Date
1 day ago
Git URL
Issue URL

mebo Bridge — AI Agent for Godot

The official Godot editor addon for mebo, the AI IDE for the Godot Engine. It connects your open Godot project to mebo's AI agent, so the agent can work with the live editor — inspect and edit the scene tree, wire signals, and run or stop your project — instead of blindly rewriting .tscn files as text.

Requires Godot 4.2+.

What it does

The addon is a small EditorPlugin that runs a JSON-RPC 2.0 server on a local TCP socket (127.0.0.1:6010 — localhost only, never exposed to the network). Through it, the mebo AI agent can:

  • Read the live scene tree — node names, types, scripts, and key properties, exactly as the editor sees them.
  • Edit the open scene — create, delete, and rename nodes, set properties, attach scripts, and connect signals (persisted into the .tscn on save).
  • Capture editor screenshots of the 2D or 3D viewport so the agent can see what you see.
  • Run and stop the project or the current scene.
  • Reload files changed on disk and hot-reload itself when mebo ships an update.

Nothing touches disk until the scene is saved, and every mutating operation shows an approval card in mebo's chat before it runs — the agent never edits your scene behind your back.

Install

If you use the mebo desktop app, you don't need this repo: mebo installs and enables the addon automatically when you open a project, and keeps it up to date.

To install manually (from the Asset Library or this repo):

  1. Copy the addons/godotai_bridge folder into your project's addons/ directory.
  2. In the Godot editor, enable it under Project → Project Settings → Plugins → mebo Bridge.
  3. The Output panel prints mebo bridge listening on 127.0.0.1:6010 when it's up. Open the same project in mebo and the topbar pill turns Bridge: connected.

The folder is named godotai_bridge for compatibility with existing installs — don't rename it.

Protocol

JSON-RPC 2.0 over a raw TCP socket bound to 127.0.0.1:6010 (override the port with the MEBO_BRIDGE_PORT environment variable on the editor process), framed with LSP-style headers — the same transport Godot's own language server uses on port 6005:

Content-Length: <byte length of body>\r\n
\r\n
{"jsonrpc":"2.0","id":1,"method":"ping"}

Params and result keys are camelCase. Node paths are relative to the edited scene root; "." (or "") means the root itself. Godot values that don't fit JSON (Vector2, Color, …) travel as var_to_str strings (e.g. "Vector2(100, 50)"); string values sent to set_node_property are decoded with str_to_var, and a string that is a res:// path to an existing resource is load()-ed (so you can set textures or scripts by path). Errors come back as JSON-RPC errors (-32601 unknown method, -32000 operation failures like "node not found").

Method Params Result
ping {godotVersion, pluginVersion, editedScene}
get_scene_tree {root: SceneTreeNode | null}
get_selection {nodePaths, assetPaths, editedScene}
reload_changed_files {resPaths} {ok, reloadedScenes, skippedUnsavedScenes, …}
get_editor_file_info {resPath} {resPath, indexed, type, existsOnDisk, …}
reload_plugin {ok: true} (connection drops, then reload)
create_node {parentPath, type, name} {path} (as actually created)
delete_node {path} {ok: true}
rename_node {path, newName} {path} (after rename)
set_node_property {path, property, value} {ok: true}
attach_script {path, scriptResPath} {ok: true}
connect_signal {fromPath, signal, toPath, method} {ok: true} (CONNECT_PERSIST)
capture_screenshot {viewport: "2d"|"3d"} {imageBase64, width, height, mediaType}
save_scene {ok: true}
open_scene {resPath} {ok: true}
run_project {ok: true}
run_current_scene {ok: true}
stop {ok: true}

SceneTreeNode: {name, type, path, scriptResPath, properties, children} where properties surfaces a few key values (position, rotation, scale, visible, text, size) as var_to_str strings when the node has them.

Mutations happen in the editor and mark the scene unsaved; nothing touches disk until save_scene. Created nodes get the scene root as owner so they persist on save; signal connections use CONNECT_PERSIST so they are serialized into the .tscn.

Verify it's running

With the addon enabled and a scene open, smoke-test the socket from a terminal:

printf 'Content-Length: 40\r\n\r\n{"jsonrpc":"2.0","id":1,"method":"ping"}' | nc 127.0.0.1 6010

Expect a framed response containing godotVersion.

Limitations

  • Editor operations bypass the editor's undo/redo history (EditorUndoRedoManager integration is future work) — undo in Godot won't revert bridge edits; rejecting the approval card in mebo is the guard.
  • Only the currently edited scene is addressable; other open scene tabs are not.
  • capture_screenshot grabs the editor viewport (2D or 3D, longest side downscaled to 1280px), not the running game's window.
  • Run/stop covers plain playback; breakpoints and debugging go through Godot's own tools.

About mebo

mebo is a standalone AI IDE for the Godot Engine: an AI agent for Godot that reads your whole project, writes GDScript, edits scenes through this bridge, and asks for approval before every change. This addon is the only part that lives inside your Godot project — it is open source under the MIT license.

Maintainers

The canonical source of this addon lives in mebo's private monorepo (godot-addon/ directory); this repository is a public mirror for distribution and the Godot Asset Library. When the addon changes upstream, this repo — and the Asset Library listing's pinned commit and version string — must be updated to match.

mebo is a standalone AI IDE for the Godot Engine. Its agent indexes your whole project — scenes, scripts, signals — and edits the live editor through a bridge addon: build scenes, wire signals, press play from chat. Every answer is grounded in the official docs for your Godot version (no more Godot 3 API hallucinations), every edit is verified by real diagnostics, and nothing touches your project until you approve the diff. GDScript + C#. macOS, Windows, Linux. Free trial, no card required.

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Quick Information

0 ratings
Mebo icon image
farebear
Mebo

mebo is a standalone AI IDE for the Godot Engine. Its agent indexes your whole project — scenes, scripts, signals — and edits the live editor through a bridge addon: build scenes, wire signals, press play from chat. Every answer is grounded in the official docs for your Godot version (no more Godot 3 API hallucinations), every edit is verified by real diagnostics, and nothing touches your project until you approve the diff. GDScript + C#. macOS, Windows, Linux. Free trial, no card required.

Supported Engine Version
4.0
Version String
0.7.0
License Version
MIT
Support Level
community
Modified Date
1 day ago
Git URL
Issue URL

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