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gopeak

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GoPeak — The most comprehensive MCP server for Godot Engine. 95+ tools, LSP, DAP, screenshots.

Registry
Stars
4
Updated
Feb 20, 2026
Validated
Feb 21, 2026

Quick Install

npx -y gopeak

GoPeak

Made with Godot npm

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       \______/  \______/ |__/      \______/  \_______/ |__/ \__/ 

The most comprehensive Model Context Protocol (MCP) server for Godot Engine — enabling AI assistants to build, modify, and debug Godot games with unprecedented depth and precision.

Now with Auto Reload! Scenes and scripts automatically refresh in the Godot editor when modified externally via MCP.


Why GoPeak? The Game-Changing Benefits

🚀 Transform Your Game Development Workflow

GoPeak isn't just another tool — it's a paradigm shift in how AI assistants interact with game engines. Here's why this matters:

1. AI That Truly Understands Godot

Traditional AI assistants can write GDScript, but they're essentially working blind. They generate code based on training data, hoping it works. GoPeak changes everything:

  • Real-time Feedback Loop: When you ask "run my project and show me errors," the AI actually runs your project, captures the output, and sees exactly what went wrong
  • Context-Aware Assistance: The AI can inspect your actual scene tree, understand your node hierarchy, and provide suggestions based on your real project structure
  • Validation Before Suggesting: Before suggesting you use a resource, the AI can verify it exists in your project

2. 95+ Tools with Dynamic ClassDB Introspection

Instead of hardcoding tools for every Godot class, GoPeak provides generic tools (add_node, create_resource) that work with ANY ClassDB class, plus ClassDB introspection tools that let AI discover classes, properties, and methods dynamically.

CategoryWhat You Can DoTools
Scene ManagementBuild entire scene trees programmaticallycreate_scene, add_node, delete_node, duplicate_node, reparent_node, list_scene_nodes, get_node_properties, set_node_properties
ClassDB IntrospectionDynamically discover Godot classes, properties, methods, signalsquery_classes, query_class_info, inspect_inheritance
GDScript OperationsWrite and modify scripts with surgical precisioncreate_script, modify_script, get_script_info
Resource ManagementCreate any resource type, modify existing resourcescreate_resource, modify_resource, create_material, create_shader
Animation SystemBuild animations and state machinescreate_animation, add_animation_track, create_animation_tree, add_animation_state, connect_animation_states
2D Tile SystemCreate tilesets and populate tilemapscreate_tileset, set_tilemap_cells
Signal ManagementWire up your game's event systemconnect_signal, disconnect_signal, list_connections
Project ConfigurationManage settings, autoloads, and inputsget_project_setting, set_project_setting, add_autoload, add_input_action
Developer ExperienceAnalyze, debug, and maintain your projectget_dependencies, find_resource_usages, parse_error_log, get_project_health, search_project
Runtime DebuggingInspect and modify running gamesinspect_runtime_tree, set_runtime_property, call_runtime_method, get_runtime_metrics
Screenshot CaptureCapture viewport screenshots from running gamescapture_screenshot, capture_viewport
Input InjectionSimulate keyboard, mouse, and action inputsinject_action, inject_key, inject_mouse_click, inject_mouse_motion
GDScript LSPDiagnostics, completions, hover, and symbols via Godot's built-in Language Serverlsp_get_diagnostics, lsp_get_completions, lsp_get_hover, lsp_get_symbols
Debug Adapter (DAP)Breakpoints, stepping, stack traces, and debug output capturedap_get_output, dap_set_breakpoint, dap_continue, dap_step_over, dap_get_stack_trace
MCP ResourcesAccess project files via godot:// URIsgodot://project/info, godot://scene/{path}, godot://script/{path}
Audio SystemCreate audio buses, configure effectscreate_audio_bus, get_audio_buses, set_audio_bus_effect, set_audio_bus_volume
NavigationAI pathfinding setupcreate_navigation_region, create_navigation_agent
UI/ThemesCreate and apply custom themes with shadersset_theme_color, set_theme_font_size, apply_theme_shader
Asset LibrarySearch and download CC0 assets from multiple sourcessearch_assets, fetch_asset, list_asset_providers
Auto ReloadInstant editor refresh on external changesBuilt-in Editor Plugin

Design Philosophy: Rather than providing 90+ specialized tools (e.g., create_camera, create_light, create_physics_material), GoPeak uses generic add_node and create_resource tools that work with ANY Godot class. The AI uses query_classes to discover available types and query_class_info to learn their properties — just like a developer using the Godot docs.

3. Seamless Editor Integration with Auto Reload

The included Auto Reload plugin eliminates the friction of external editing:

  • No Manual Refresh: When MCP modifies a scene or script, the Godot editor automatically reloads it
  • 1-Second Detection: Lightweight polling with negligible performance impact (~0.01ms/sec)
  • Smart Watching: Monitors open scenes AND their attached scripts
  • Zero Configuration: Just enable the plugin and forget about it
MCP modifies file → Auto Reload detects change → Editor reloads → You see the result instantly

4. Eliminate the Copy-Paste-Debug Cycle

Before GoPeak:

  1. Ask AI for code
  2. Copy code to your project
  3. Run project, encounter error
  4. Copy error back to AI
  5. Get fix, paste it
  6. Repeat 10+ times

With GoPeak:

  1. "Create a player character with health, movement, and jumping"
  2. AI creates the scene, writes the script, adds the nodes, connects signals, and tests it
  3. Done.

The AI doesn't just write code — it implements features end-to-end.

5. Type-Safe, Error-Resistant Operations

Every operation in GoPeak includes:

  • Path Validation: Prevents invalid file operations
  • Type Serialization: Correctly handles Vector2, Vector3, Color, Transform, and all Godot types
  • Error Recovery: Meaningful error messages with suggested fixes
  • Atomic Operations: Changes are applied consistently or not at all

Example: When you ask to set a node's position, GoPeak:

  1. Validates the scene exists
  2. Validates the node path
  3. Deserializes {"x": 100, "y": 200} to Vector2(100, 200)
  4. Sets the property
  5. Saves the scene
  6. Confirms success or reports exactly what went wrong

6. Project Health Intelligence

The get_project_health tool provides a comprehensive analysis of your project:

{
  "score": 85,
  "grade": "B",
  "checks": {
    "structure": { "passed": true },
    "resources": { "issues": ["3 textures need reimporting"] },
    "scripts": { "issues": ["5 TODO comments found"] },
    "config": { "passed": true }
  },
  "recommendations": [
    "Configure export presets for your target platforms",
    "Review and resolve TODO items before release"
  ]
}

This turns your AI assistant into a code reviewer that actually understands your Godot project.

7. Dependency Analysis & Circular Reference Detection

Ever had a project break because of circular dependencies? The get_dependencies tool:

  • Maps every resource dependency in your project
  • Detects circular references before they cause runtime errors
  • Shows you the complete dependency chain for any resource
PlayerScene.tscn
├── PlayerScript.gd
│   └── WeaponBase.gd
│       └── ⚠️ CIRCULAR: PlayerScript.gd
└── PlayerSprite.png

8. Live Runtime Debugging (Optional Addon)

Install the included godot_mcp_runtime addon and unlock:

  • Live Scene Tree Inspection: See your game's actual node tree while it runs
  • Hot Property Modification: Change values in real-time without restarting
  • Remote Method Calling: Trigger functions in your running game
  • Performance Monitoring: Track FPS, memory, draw calls, and more

This transforms debugging from "add print statements and restart" to "inspect and modify on the fly."

💡 Real-World Use Cases

Rapid Prototyping

"Create a basic platformer with a player that can move, jump, and collect coins"

The AI creates scenes, scripts, nodes, signals, and input actions — a playable prototype in minutes.

Refactoring at Scale

"Find all uses of the old PlayerData resource and update them to use the new PlayerStats"

Search the entire project, identify every reference, and make consistent changes.

Debugging Complex Issues

"My player keeps falling through the floor. Check my collision setup and tell me what's wrong"

Inspect node properties, analyze scene structure, and identify configuration issues.

Learning Godot

"Show me how signals work by creating a button that changes a label's text when clicked"

Instead of just explaining, the AI builds a working example in your actual project.

Maintaining Large Projects

"Run a health check on my project and tell me what needs attention"

Get actionable insights about project structure, unused resources, and potential issues.


Features

Core Features

  • Launch Godot Editor: Open the Godot editor for a specific project
  • Run Godot Projects: Execute Godot projects in debug mode
  • Capture Debug Output: Retrieve console output and error messages
  • Control Execution: Start and stop Godot projects programmatically
  • Get Godot Version: Retrieve the installed Godot version
  • List Godot Projects: Find Godot projects in a specified directory
  • Project Analysis: Get detailed information about project structure

Scene Management

  • Create new scenes with specified root node types
  • Add, delete, duplicate, and reparent nodes
  • Set node properties with type-safe serialization
  • List scene tree structure with full hierarchy
  • Load sprites and textures into Sprite2D nodes
  • Export 3D scenes as MeshLibrary resources for GridMap

GDScript Operations

  • Create Scripts: Generate new GDScript files with templates (singleton, state_machine, component, resource)
  • Modify Scripts: Add functions, variables, and signals to existing scripts
  • Analyze Scripts: Get detailed information about script structure, dependencies, and exports

Signal & Connection Management

  • Connect signals between nodes in scenes
  • Disconnect signal connections
  • List all signal connections in a scene

ClassDB Introspection (New!)

  • Query Classes: Discover available Godot classes with filtering by name, category (node, node2d, node3d, control, resource, etc.), and instantiability
  • Query Class Info: Get detailed methods, properties, signals, and enums for any class
  • Inspect Inheritance: Explore class hierarchy — ancestors, children, and all descendants

Resource Management

  • Create Resources: Generate ANY resource type as .tres files (replaces specialized create_* tools)
  • Modify Resources: Update properties of existing .tres/.res files
  • Create Materials: StandardMaterial3D, ShaderMaterial, CanvasItemMaterial, ParticleProcessMaterial
  • Create Shaders: canvas_item, spatial, particles, sky, fog shaders with templates

Animation System

  • Create new animations in AnimationPlayer nodes
  • Add property and method tracks to animations
  • Insert keyframes with proper value serialization

2D Tile System

  • Create TileSet resources with atlas texture sources
  • Set TileMap cells programmatically

Import/Export Pipeline

  • Get import status and options for resources
  • Modify import settings and trigger reimport
  • List export presets and validate project for export
  • Export projects using Godot CLI

Project Configuration

  • Get and set project settings
  • Manage autoload singletons (add, remove, list)
  • Set main scene
  • Add input actions with key, mouse, and joypad events

Plugin Management

  • List installed plugins with status
  • Enable and disable plugins

Developer Experience

  • Dependency Analysis: Get resource dependency graphs with circular reference detection
  • Resource Usage Finder: Find all usages of a resource across the project
  • Error Log Parser: Parse Godot error logs with suggestions
  • Project Health Check: Comprehensive project analysis with scoring
  • Project Search: Search for text/patterns across all project files

Runtime Connection (Optional Addon)

  • Real-time scene tree inspection
  • Live property modification
  • Remote method calling
  • Performance metrics monitoring
  • Signal watching

Screenshot Capture (New!)

  • Capture the running game's viewport as a base64 PNG/JPG image
  • Specify target resolution for resized captures
  • Capture specific viewports by node path

Input Injection (New!)

  • Simulate Godot input actions (press/release) for automated testing
  • Inject keyboard key events with modifier support (Shift, Ctrl, Alt)
  • Simulate mouse clicks (left/right/middle, single/double)
  • Simulate mouse movement (absolute and relative)

GDScript Language Server (New!)

  • Get real-time diagnostics (errors/warnings) from Godot's built-in LSP
  • Code completions at any position in a GDScript file
  • Hover information for symbols, functions, and variables
  • Document symbol outlines for navigation
  • Lazy connection to Godot editor's LSP (port 6005)

Debug Adapter Protocol (New!)

  • Capture debug console output from running Godot games
  • Set and remove breakpoints in GDScript files
  • Step over, continue, and pause execution
  • Inspect stack traces at breakpoints
  • Lazy connection to Godot's built-in DAP (port 6006)

MCP Resources (New!)

  • Access Godot project files via godot:// URI protocol
  • godot://project/info — parsed project.godot metadata as JSON
  • godot://scene/{path} — read .tscn scene files
  • godot://script/{path} — read .gd script files
  • godot://resource/{path} — read .tres/.tscn/.gd files
  • Path traversal protection built-in

UID Management (Godot 4.4+)

  • Get UID for specific files
  • Update UID references by resaving resources

Multi-Source Asset Library (CC0)

  • Unified Search: Search for 3D models, textures, HDRIs across multiple CC0 asset providers
  • Automatic Download: Fetch assets directly into your Godot project
  • Provider Priority: Searches Poly Haven → AmbientCG → Kenney in order
  • Attribution Tracking: Automatic CREDITS.md generation for proper attribution

Supported Providers:

ProviderAsset TypesLicense
Poly HavenModels, Textures, HDRIsCC0
AmbientCGTextures, Models, HDRIsCC0
KenneyModels, Textures, 2D, AudioCC0

Requirements

  • Godot Engine 4.x installed on your system
  • Node.js 18+ and npm
  • An AI assistant that supports MCP (Claude Desktop, Cline, Cursor, OpenCode, etc.)

Installation and Configuration

🚀 One-Click Install (Recommended)

Linux / macOS

curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash

This script will:

  • ✅ Check prerequisites (Git, Node.js 18+, npm)
  • ✅ Clone the repository to ~/.local/share/godot-mcp
  • ✅ Install dependencies and build automatically
  • ✅ Auto-detect Godot installation
  • ✅ Show configuration instructions for your AI assistant

Advanced Options:

# Custom installation directory
curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --dir ~/my-godot-mcp

# Specify Godot path
curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --godot /usr/bin/godot4

# Get configuration for specific AI assistant
curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install.sh | bash -s -- --configure claude

Available options:

OptionDescription
-d, --dir PATHInstallation directory (default: ~/.local/share/godot-mcp)
-g, --godot PATHPath to Godot executable
-c, --configure NAMEShow config for: claude, cursor, cline, opencode
-h, --helpShow help message

Install via npm (Fastest)

npx gopeak

Or install globally:

npm install -g gopeak
gopeak

Then configure your AI assistant to run gopeak (or npx gopeak) instead of node /path/to/build/index.js.


Manual Installation

Step 1: Install and Build

git clone https://github.com/HaD0Yun/godot-mcp.git
cd godot-mcp
npm install
npm run build

Step 2: Configure with Your AI Assistant

Option A: Configure with Cline (VS Code)

Add to your Cline MCP settings file:

macOS: ~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json Windows: %APPDATA%\Code\User\globalStorage\saoudrizwan.claude-dev\settings\cline_mcp_settings.json

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-mcp/build/index.js"],
      "env": {
        "GODOT_PATH": "/path/to/godot",
        "DEBUG": "true"
      },
      "disabled": false
    }
  }
}

Option B: Configure with Cursor

  1. Go to Cursor Settings > Features > MCP
  2. Click + Add New MCP Server
  3. Name: godot, Type: command
  4. Command: node /absolute/path/to/godot-mcp/build/index.js

Option C: Configure with Claude Desktop

Add to claude_desktop_config.json:

{
  "mcpServers": {
    "godot": {
      "command": "node",
      "args": ["/absolute/path/to/godot-mcp/build/index.js"],
      "env": {
        "GODOT_PATH": "/path/to/godot"
      }
    }
  }
}

Option D: Configure with OpenCode

Add to your opencode.json:

{
  "mcp": {
    "godot": {
      "type": "local",
      "command": ["node", "/absolute/path/to/godot-mcp/build/index.js"],
      "enabled": true,
      "environment": {
        "GODOT_PATH": "/path/to/godot"
      }
    }
  }
}

Step 3: Environment Variables

VariableDescription
GODOT_PATHPath to Godot executable (auto-detected if not set)
DEBUGSet to "true" for detailed logging

Example Prompts

Once configured, you can use natural language to control Godot:

Scene Building

"Create a new scene with a CharacterBody2D root node called Player"
"Add a Sprite2D and CollisionShape2D to my Player scene"
"Duplicate the Enemy node and name it Enemy2"

Script Operations

"Create a GDScript for my player with movement and jumping"
"Add a take_damage function to my player script that emits a health_changed signal"
"Show me the structure of my PlayerController script"

Resource Management

"Create a red StandardMaterial3D for my enemy"
"Create a canvas_item shader with a dissolve effect"
"Generate a TileSet from my tilemap_atlas.png with 16x16 tiles"
"Modify the environment resource to enable fog and glow"

ClassDB Discovery

"What 3D light types are available in Godot?"
"Show me all properties of CharacterBody3D"
"What classes inherit from Control?"
"Find all instantiable physics body types"

Project Analysis

"Check my project health and show me any issues"
"Find all files that use the PlayerData resource"
"Show me the dependency graph for my main scene"
"Search my project for 'TODO' comments"

Configuration

"Add a 'jump' input action mapped to Space and gamepad button 0"
"Register my GameManager script as an autoload singleton"
"Set the main scene to res://scenes/main_menu.tscn"

Debugging

"Run my project and show me any errors"
"Parse my Godot error log and suggest fixes"
"Inspect the scene tree of my running game"

Asset Library

"Search for a chair model across all asset sources"
"Find rock textures from AmbientCG"
"Download the nature-kit asset pack from Kenney"
"List all available asset providers"

Screenshot & Input

"Take a screenshot of the running game"
"Press the jump action and capture the result"
"Click at position (400, 300) in the game"
"Simulate pressing the W key"

GDScript Analysis (LSP)

"Check my player script for errors using the language server"
"Get code completions at line 25 in movement.gd"
"Show me hover info for the 'velocity' variable"
"Get the symbol outline for my main script"

Debug Adapter

"Set a breakpoint at line 42 in player.gd"
"Show me the stack trace"
"Continue execution after the breakpoint"
"Get the debug console output"

Included Addons

Auto Reload Plugin (Recommended)

Essential for MCP workflow - automatically reloads scenes and scripts when modified externally.

Installation

Option 1: One-Click Install

Linux / macOS (Bash)

# Run in your Godot project folder
curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install-addon.sh | bash

Windows (PowerShell)

# Run in your Godot project folder
irm https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install-addon.ps1 | iex

Option 2: Manual Install

  1. Copy build/addon/auto_reload to your project's addons/ folder
  2. Open your project in Godot
  3. Go to Project > Project Settings > Plugins
  4. Enable "Godot MCP Auto Reload"

How It Works

[1 sec polling] → Check file modification times → Reload changed files
FeatureDetail
Performance~0.01ms per second (negligible)
Watched FilesCurrent scene + attached scripts
DetectionOS file modification timestamp
Reload MethodEditorInterface.reload_scene_from_path()

Output Messages

[Godot MCP - AutoReload] Plugin activated - watching for external changes
[Godot MCP - AutoReload] Scene changed: res://scenes/player.tscn
[Godot MCP - AutoReload] Scene reloaded: res://scenes/player.tscn

Warning

Data Loss Risk: If you modify a scene in the editor AND externally at the same time, editor changes will be lost.

Best Practice:

  • Use MCP for modifications
  • Use Godot editor for viewing/testing only
  • Save before external modifications

Runtime Addon (Optional)

For live debugging features, install the runtime addon:

  1. Copy build/addon/godot_mcp_runtime to your project's addons/ folder
  2. Enable in Project Settings > Plugins
  3. The addon starts a TCP server on port 7777 when your game runs

Runtime Tools:

  • get_runtime_status - Check if game is running
  • inspect_runtime_tree - View live scene tree
  • set_runtime_property - Modify properties in real-time
  • call_runtime_method - Invoke methods remotely
  • get_runtime_metrics - Monitor FPS, memory, draw calls
  • capture_screenshot - Capture viewport as base64 image
  • capture_viewport - Capture specific viewport texture
  • inject_action / inject_key / inject_mouse_click / inject_mouse_motion - Input simulation

Complete Tool Reference

Core Tools (7)

ToolDescription
launch_editorOpen Godot editor for a project
run_projectExecute project in debug mode
stop_projectStop running project
get_debug_outputGet console output and errors
get_godot_versionGet installed Godot version
list_projectsFind projects in a directory
get_project_infoGet project structure info

Scene Tools (9)

ToolDescription
create_sceneCreate new scene file
add_nodeAdd ANY node type to scene (universal — replaces all specialized create_* node tools)
delete_nodeRemove node from scene
duplicate_nodeClone node in scene
reparent_nodeMove node to new parent
list_scene_nodesGet scene tree structure
get_node_propertiesGet all node properties
set_node_propertiesSet multiple properties
save_sceneSave scene changes

Script Tools (3)

ToolDescription
create_scriptCreate GDScript with templates
modify_scriptAdd functions/variables/signals
get_script_infoAnalyze script structure

ClassDB Introspection Tools (3)

ToolDescription
query_classesDiscover available Godot classes with filtering by name, category, and instantiability
query_class_infoGet methods, properties, signals, and enums for any class
inspect_inheritanceExplore class hierarchy — ancestors, children, all descendants

Resource Tools (7)

ToolDescription
create_resourceCreate ANY resource type as .tres file
modify_resourceModify properties of existing .tres/.res files
create_materialCreate material resource
create_shaderCreate shader file
load_spriteLoad texture into Sprite2D
export_mesh_libraryExport as MeshLibrary
create_tilesetCreate TileSet resource

Animation Tools (2)

ToolDescription
create_animationCreate animation in AnimationPlayer
add_animation_trackAdd track with keyframes

Signal Tools (3)

ToolDescription
connect_signalConnect signal to method
disconnect_signalRemove signal connection
list_connectionsList all connections in scene

Import/Export Tools (7)

ToolDescription
get_import_statusCheck resource import status
get_import_optionsGet import settings
set_import_optionsModify import settings
reimport_resourceTrigger reimport
list_export_presetsList export configurations
export_projectBuild for distribution
validate_projectCheck export readiness

Configuration Tools (7)

ToolDescription
get_project_settingRead project setting
set_project_settingWrite project setting
add_autoloadRegister singleton
remove_autoloadUnregister singleton
list_autoloadsList all autoloads
set_main_sceneSet startup scene
add_input_actionAdd input mapping

Plugin Tools (3)

ToolDescription
list_pluginsList installed plugins
enable_pluginEnable a plugin
disable_pluginDisable a plugin

DX Tools (5)

ToolDescription
get_dependenciesMap resource dependencies
find_resource_usagesFind all resource references
parse_error_logParse errors with suggestions
get_project_healthComprehensive health check
search_projectSearch across all files

Runtime Tools (5)

ToolDescription
get_runtime_statusCheck runtime connection
inspect_runtime_treeLive scene inspection
set_runtime_propertyModify runtime property
call_runtime_methodCall method on running node
get_runtime_metricsGet performance metrics

UID Tools (2)

ToolDescription
get_uidGet file UID (Godot 4.4+)
update_project_uidsRegenerate UIDs

Asset Library Tools (3)

ToolDescription
search_assetsSearch CC0 assets across Poly Haven, AmbientCG, and Kenney
fetch_assetDownload asset to your Godot project
list_asset_providersList available providers and their capabilities

Screenshot Tools (2)

ToolDescription
capture_screenshotCapture running game viewport as base64 image
capture_viewportCapture a specific viewport node's texture

Input Injection Tools (4)

ToolDescription
inject_actionSimulate Godot input action press/release
inject_keySimulate keyboard key event with modifiers
inject_mouse_clickSimulate mouse click at position
inject_mouse_motionSimulate mouse movement

GDScript LSP Tools (4)

ToolDescription
lsp_get_diagnosticsGet errors/warnings from Godot Language Server
lsp_get_completionsGet code completions at a position
lsp_get_hoverGet hover info for a symbol
lsp_get_symbolsGet document symbol outline

DAP (Debug) Tools (7)

ToolDescription
dap_get_outputGet captured debug console output
dap_set_breakpointSet breakpoint in a GDScript file
dap_remove_breakpointRemove a breakpoint
dap_continueContinue execution after breakpoint
dap_pausePause running debug target
dap_step_overStep over current line
dap_get_stack_traceGet current stack trace

Architecture

GoPeak uses a hybrid architecture:

  1. Direct CLI Commands: Simple operations use Godot's built-in CLI
  2. Bundled GDScript: Complex operations use a comprehensive godot_operations.gd script with ClassDB introspection
  3. Runtime Addon: TCP server (port 7777) for live debugging, screenshot capture, and input injection
  4. Godot LSP Integration: Connects to Godot editor's Language Server (port 6005) for GDScript diagnostics
  5. Godot DAP Integration: Connects to Godot editor's Debug Adapter (port 6006) for breakpoints and stepping
  6. MCP Resources: godot:// URI protocol for direct project file access

Key Design Decisions:

  • ClassDB-based dynamic approach: Instead of hardcoding tools for every Godot class, generic tools (add_node, create_resource) work with ANY class. AI discovers capabilities via query_classes and query_class_info
  • Type-safe serialization: Automatic conversion for Vector2, Vector3, Color, Rect2, NodePath, and other Godot types
  • No temporary files: Everything runs through the bundled GDScript operations dispatcher
  • Consistent error handling: All operations validate inputs and provide meaningful error messages

Troubleshooting

IssueSolution
Godot not foundSet GODOT_PATH environment variable
Connection issuesRestart your AI assistant
Invalid project pathEnsure path contains project.godot
Build errorsRun npm install to install dependencies
Runtime tools not workingInstall and enable the addon in your project

Contributing

Contributions are welcome! Please read the CONTRIBUTING.md guide.


License

MIT License - see LICENSE for details.


Stats

  • 95+ Tools — comprehensive tools covering scene management, scripting, resources, animation, configuration, debugging, screenshots, input injection, LSP, DAP, and asset management
  • MCP Resourcesgodot:// URI protocol for direct project file access
  • GDScript LSP — real-time diagnostics, completions, hover, and symbols via Godot's Language Server
  • Debug Adapter (DAP) — breakpoints, stepping, stack traces, and console output capture
  • Screenshot Capture — viewport capture from running games via runtime addon
  • Input Injection — keyboard, mouse, and action simulation for automated testing
  • ClassDB Introspection — AI dynamically discovers Godot classes, properties, and methods instead of relying on hardcoded tool definitions
  • 20,000+ lines of TypeScript and GDScript
  • ~85% coverage of Godot Engine's capabilities
  • Godot 4.x full support (including 4.4+ UID features)
  • Auto Reload plugin for seamless MCP integration
  • Multi-Source Asset Library with CC0 assets from Poly Haven, AmbientCG, and Kenney
  • npm package — install with npx gopeak or npm install -g gopeak

Credits

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