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@green2995/gopeak

GoPeak — MCP server for Godot Engine with 110+ tools, compact/dynamic profiles, GDScript LSP, DAP debugger, screenshots, input injection, and CC0 asset search.

npm133/wk
Updated
Apr 3, 2026

Quick Install

npx -y @green2995/gopeak

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.

Discord community chat is temporarily unavailable while the invite link is refreshed. Please use GitHub Discussions in the meantime: https://github.com/HaD0Yun/Gopeak-godot-mcp/discussions


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

Optional shell hooks for update notifications are now opt-in:

gopeak setup

gopeak setup only modifies supported bash/zsh rc files when you run it explicitly. npm install no longer installs shell hooks automatically.

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

Optional shell hooks for update notifications remain available via:

gopeak setup

C) From source

git clone https://github.com/HaD0Yun/Gopeak-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 before opening a PR:

npm run ci
npm run test:dynamic-groups
npm run test:integration

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/Gopeak-godot-mcp/main/install-addon.sh | bash

PowerShell:

iwr https://raw.githubusercontent.com/HaD0Yun/Gopeak-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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