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Gopeak-godot-mcp

GoPeak — The most comprehensive MCP server for Godot Engine. 95+ tools: scene management, GDScript LSP, DAP debugger, screenshot capture, input injection, ClassDB introspection, CC0 asset library. npx gopeak

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Updated
Mar 6, 2026
Validated
Mar 8, 2026

GoPeak

Made with Godot npm

GoPeak Hero

GoPeak is an MCP server for Godot that lets AI assistants run, inspect, modify, and debug real projects end-to-end.


Quick Start (3 Minutes)

Requirements

  • Godot 4.x
  • Node.js 18+
  • MCP-compatible client (Claude Desktop, Cursor, Cline, OpenCode, etc.)

1) Run GoPeak

npx -y gopeak

or install globally:

npm install -g gopeak
gopeak

2) Add MCP client config

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["-y", "gopeak"],
      "env": {
        "GODOT_PATH": "/path/to/godot",
        "GOPEAK_TOOL_PROFILE": "compact"
      }
    }
  }
}

GOPEAK_TOOL_PROFILE=compact is the default. It exposes 33 core tools with 22 dynamic tool groups (78 additional tools) that activate on demand — keeping token usage low while preserving full capability.

3) First prompts to try

  • "List Godot projects in /your/projects and show project info."
  • "Create scenes/Player.tscn with CharacterBody2D root and add a movement script."
  • "Run project, get debug output, then fix top error."

Why GoPeak

  • Real project feedback loop: run the game, inspect logs, and fix in-context.
  • 110+ tools available across scene/script/resource/runtime/LSP/DAP/input/assets.
  • Token-efficient by default: compact tool surface (33 tools) + dynamic tool groups. Only activate what you need — no more 110-tool context bombs.
  • Dynamic tool groups: search with tool.catalog and matching groups auto-activate. Or manually activate with tool.groups.
  • Deep Godot integration: ClassDB queries, runtime inspection, debugger hooks, bridge-based scene/resource edits.

Best For

  • 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)

Tool Surface Model (Important)

GoPeak supports three exposure profiles:

  • compact (default): 33 core tools + 22 dynamic tool groups (78 additional tools activated on demand)
  • full: exposes full legacy tool list (110+)
  • legacy: same exposed behavior as full

Configure with either:

  • GOPEAK_TOOL_PROFILE
  • MCP_TOOL_PROFILE (fallback alias)

Dynamic Tool Groups (compact mode)

In compact mode, 78 additional tools are organized into 22 groups that activate automatically when needed:

GroupToolsDescription
scene_advanced3Duplicate, reparent nodes, load sprites
uid2UID management for resources
import_export5Import pipeline, reimport, validate project
autoload4Autoload singletons, main scene
signal2Disconnect signals, list connections
runtime4Live scene inspection, runtime properties, metrics
resource4Create/modify materials, shaders, resources
animation5Animations, tracks, animation tree, state machine
plugin3Enable/disable/list editor plugins
input1Input action mapping
tilemap2TileSet and TileMap cell painting
audio4Audio buses, effects, volume
navigation2Navigation regions and agents
theme_ui3Theme colors, font sizes, shaders
asset_store3Search/download CC0 assets
testing6Screenshots, viewport capture, input injection
dx_tools4Error log, project health, find usages, scaffold
intent_tracking9Intent capture, decision logs, handoff briefs
class_advanced1Class inheritance inspection
lsp3GDScript completions, hover, symbols
dap6Breakpoints, stepping, stack traces
version_gate2Version validation, patch verification

How it works:

  1. Auto-activation via catalog: Search with tool.catalog and matching groups activate automatically.

    "Use tool.catalog with query animation and show relevant tools."

  2. Manual activation: Directly activate a group with tool.groups.

    "Use tool.groups to activate the dap group for debugging."

  3. Deactivation: Remove groups when done to reduce context.

    "Use tool.groups to reset all active groups."

The server sends notifications/tools/list_changed so MCP clients (Claude Code, Claude Desktop) automatically refresh the tool list.

Don't worry about tokens

GoPeak uses cursor-based pagination for tools/list — even in full profile, tools are delivered in pages (default 33) instead of dumping all 110+ definitions 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"
  }
}

Installation Options

A) Recommended: npx

npx -y gopeak

B) Global install

npm install -g gopeak
gopeak

C) From source

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

GoPeak also exposes two CLI bin names:

  • gopeak
  • godot-mcp

Documentation

CI

GitHub Actions runs on push/PR and executes:

  1. npm run build
  2. npx tsc --noEmit
  3. npm run smoke

Run the same checks locally:

npm run ci

Versioning & Release

Use 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-run

Full release checklist: docs/release-process.md.


Addons (Recommended)

Auto Reload + Editor Bridge + Runtime Addon installer

Install in your Godot project folder:

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

PowerShell:

iwr https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install-addon.ps1 -UseBasicParsing | iex

Then enable plugins in Project Settings → Plugins (especially godot_mcp_editor for bridge-backed scene/resource tools).


Core Capabilities

  • 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
  • LSP + DAP: diagnostics/completion/hover + breakpoints/step/stack trace
  • Input + screenshots: keyboard/mouse/action injection and viewport capture
  • Asset library: search/fetch CC0 assets (Poly Haven, AmbientCG, Kenney)

Tool families (examples)

AreaExamples
Projectproject.list, project.info, editor.run
Scene/Nodescene.create, scene.node.add, set_node_properties
Scriptscript.create, script.modify, script.info
Runtimeruntime.status, inspect_runtime_tree, call_runtime_method
LSP/DAPlsp.diagnostics, lsp_get_hover, dap_set_breakpoint, dap.output
Input/Visualinject_key, inject_mouse_click, capture_screenshot

Project Visualizer

Visualize your entire project architecture with visualizer.map (map_project legacy). Scripts are grouped by folder structure into color-coded categories.

Project Visualizer — AI-generated architecture map


Quick Prompt Examples

Build

  • "Create a Player scene with CharacterBody2D, Sprite2D, CollisionShape2D, and a basic movement script."
  • "Add an enemy spawner scene and wire spawn signals to GameManager."

Debug

  • "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."

Runtime testing

  • "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."

Discovery & dynamic groups

  • "Use tool.catalog with query tilemap and list the most relevant tools."
  • "Activate the dap tool group for breakpoint debugging with tool.groups."
  • "Find import pipeline tools with tool.catalog query import and run the best one for texture settings."
  • "Reset all active tool groups with tool.groups to reduce context."

Technical Reference

Environment variables

NamePurposeDefault
GOPEAK_TOOL_PROFILETool exposure profile: compact, full, legacycompact
MCP_TOOL_PROFILEFallback profile env aliascompact
GODOT_PATHExplicit Godot executable pathauto-detect
GODOT_BRIDGE_PORTBridge/Visualizer HTTP+WS port override (aliases: MCP_BRIDGE_PORT, GOPEAK_BRIDGE_PORT)6505
DEBUGEnable server debug logs (true/false)false
LOG_MODERecording mode: lite or fulllite
GOPEAK_TOOLS_PAGE_SIZENumber of tools per tools/list page (pagination)33
GOPEAK_BRIDGE_PORTPort for unified bridge/visualizer server6505
GOPEAK_BRIDGE_HOSTBind host for bridge/visualizer server127.0.0.1

Ports

PortService
6505 (default)Unified Godot Bridge + Visualizer server (+ /health, /mcp) on loopback by default
6005Godot LSP
6006Godot DAP
7777Runtime addon command socket (only needed for runtime tools)

Minimal port profiles

  • Core editing only: bridge port (GODOT_BRIDGE_PORT, default 6505)
  • Core + runtime actions (screenshots/input/runtime inspect): bridge port + 7777
  • Full debugging + diagnostics: bridge port + 6005 + 6006 + 7777

Troubleshooting

  • Godot not found → set GODOT_PATH
  • No MCP tools visible → restart your MCP client
  • Project path invalid → confirm project.godot exists
  • Runtime tools not working → install/enable runtime addon plugin
  • Need a tool that is not visible → run tool.catalog to search and auto-activate matching groups, or use tool.groups to activate a specific group

Docs & Project Links


License

MIT — see LICENSE.

Credits

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