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By wangdiandao
Develop, edit, test, and deploy Godot 4 projects through an MCP server that automates scene authoring, live editor manipulation, headless runtime validation, and project export
npx claudepluginhub wangdiandao/godot-devtoolUse with godot-devtool for live Godot editor operations through editor_ws, including selection, Inspector edits, UndoRedo scene changes, Dock status, and plugin reload.
Use with godot-devtool when installing the addon, checking plugin state, configuring a Godot project, or preparing export/project settings.
Use when changing or releasing the godot-devtool MCP package itself, including tool catalog, build output, Godot addon, docs, and local Skill sync.
Use with godot-devtool for running Godot projects, runtime_ws game inspection, input simulation, screenshots, debug output, and run cleanup.
Use with godot-devtool for saved scene/resource/script authoring through native and headless Godot tools.
Uses power tools
Uses Bash, Write, or Edit tools
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Sign in to claimBased on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
Develop, test, build, and deploy Godot 4.x games with Claude Code. Includes GdUnit4 testing, web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.
Comprehensive Godot Engine integration — 17 tools for game development
Comprehensive Godot game development plugin for Claude Code featuring project setup, scene/UI templates, debugging tools, performance optimization, and interactive planning agents. Supports 2D/3D game development with rapid iteration workflows.
Agentic skills framework for Godot 4.x game development — 48 domain-specific skills for GDScript and C#
Develop, test, build, and deploy Godot 4.x games. Includes GdUnit4 testing, PlayGodot automation, web/desktop exports, CI/CD pipelines, and deployment.
Claude Code skills for Godot 4.x game development - GDScript patterns, interactive MCP workflows, scene design, and shaders
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Buy me a coffee on Patreon if this project helps you. I am not very familiar with editing Patreon pages yet; thanks for your understanding.
godot-devtool is a Godot 4 MCP server for AI-assisted project inspection, editing, validation, and runtime automation. The stdio MCP server starts without binding the WebSocket bridge port; bridge tools open the local bridge on demand, keep it alive while run_project is active or a runtime client is connected, and otherwise release the port after tool-call cleanup.
MCP client
-> node build/index.js over stdio
-> native/headless Godot tools
-> optional ws://127.0.0.1:8766 bridge
-> addons/godot_devtool editor plugin
-> runtime autoload bridge
projectPath, context, sessionId, and runId; ambiguous live targets return candidates instead of guessing.run_project creates tracked run instances. Use list_run_instances, get_debug_output, stop_project, and stop_run_instance with runId when multiple game instances are active.get_capabilities supports focused workflow filters such as project_setup, live_editor, runtime_test, multi_instance, and release_verify to keep assistant context small.tools/list is router-only: it exposes only entry tools plus tool category metadata, with no cursor pagination or environment-variable mode switch. Load full tool input schemas through filtered get_capabilities calls.GODOT_PATH unless godot is already on PATH.project.godot.The repository is also packaged like an IDE plugin bundle for agentic coding tools:
agents/, and skills/.godot-dev Agent. It routes work through skills/godot-devtool/SKILL.md and the focused workflow skills.npm run build copies these manifests, the Agent, and all Skills into build/ so a release zip contains the MCP server plus the IDE-style guidance layer.
Build from source, or extract a published release zip to a stable path. The release asset name for this version is godot-devtool-build-3.2.0.zip.
Expand-Archive ".\godot-devtool-build-3.2.0.zip" "E:\godot-devtool" -Force
Confirm the server entry exists:
Test-Path "E:\godot-devtool\build\index.js"
Test-Path "E:\godot-devtool\build\addons\godot_devtool\plugin.gd"
Add this MCP server to your client configuration:
{
"mcpServers": {
"godot-devtool": {
"command": "node",
"args": ["E:/godot-devtool/build/index.js"],
"env": {
"GODOT_PATH": "D:/Program Files/Godot/Godot_v4.x.exe",
"GODOT_DEVTOOL_WS_PORT": "8766"
}
}
}
}
Codex Desktop uses TOML in config.toml:
[mcp_servers.godot-devtool]
command = "node"
args = ["E:/godot-devtool/build/index.js"]
env = { GODOT_PATH = "D:/Program Files/Godot/Godot_v4.x.exe", GODOT_DEVTOOL_WS_PORT = "8766" }
Restart the MCP client and ask it to call: