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GoPeak

Made with Godot npm

🌐 Languages: English | 한국어 | 日本語 | Deutsch | Português | 简体中文

GoPeak Hero

GoPeak is an MCP server for Godot 4 that gives AI assistants a real edit → run → inspect → fix loop.

It is designed for trusted Godot 4 workflows: small default tool surface, setup-gated advanced capabilities, and explicit compatibility rules for older/legacy tool names.

English is the canonical source of truth. Localized READMEs are concise overviews and may lag behind README.md.

Discord is temporarily unavailable while the invite link is refreshed. Use GitHub Discussions for now.


Quick Start

Requirements

  • Godot 4.x
  • Node.js 18+
  • MCP-compatible client such as Claude Desktop, Cursor, Cline, or OpenCode

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"
      }
    }
  }
}

compact is the default profile. It keeps the initial MCP context small and exposes additional setup-gated groups only when requested.

3) Try these prompts

  • "List Godot projects in /your/projects and show project info."
  • "Create scenes/Player.tscn with a CharacterBody2D root and a movement script."
  • "Run the project, read the debug output, and fix the top error."
  • "Use tool.catalog to find animation tools, then activate the right group."

What You Get

Workflow What GoPeak can do
Project control Find projects, launch the editor, run/stop the game, collect debug output.
Scene + script editing Create scenes, add nodes, edit typed properties, create/modify GDScript.
Resource workflows Work with resources, materials, shaders, imports, and export-related checks.
Debugging Use logs, Godot LSP diagnostics, DAP breakpoints/stack traces, and runtime inspection when configured.
Runtime testing Capture screenshots, inspect live trees, inject input, and call runtime methods through the addon.
Tool discovery Keep the default surface compact, then activate capability groups with tool.catalog or tool.groups.

Setup gates

Some capabilities require extra Godot-side services. GoPeak labels these instead of pretending everything is always available:

Capability Requires
Editor bridge scene/resource edits godot_mcp_editor plugin enabled in the Godot project.
Runtime inspection, screenshots, input injection Runtime addon/socket, default port 7777.
GDScript LSP tools Godot LSP enabled on port 6005.
DAP debugging tools Godot DAP enabled on port 6006.
Asset store/provider tools Network access and provider availability.

Add the Godot Plugins

Install from 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:

  • godot_mcp_editor for bridge-backed scene/resource tools
  • godot_mcp_runtime for runtime inspection, screenshots, and input workflows

Optional shell hooks for update notifications are opt-in:

gopeak setup

gopeak setup only modifies supported bash/zsh rc files when you run it explicitly. npm install does not install shell hooks automatically.


Tool Profiles

GoPeak supports three exposure profiles:

Profile Use when
compact Default. Trusted core tools plus dynamic groups activated on demand.
full Compatibility/audit mode for the full legacy surface.
legacy Older config alias with the same exposed behavior as full.

Set either GOPEAK_TOOL_PROFILE or the fallback alias MCP_TOOL_PROFILE.

Dynamic groups

In compact mode, search with tool.catalog; matching groups auto-activate. You can also manage groups directly with tool.groups.

Common groups:

Group Status Notes
runtime optional-runtime Live scene tree, properties, method calls, metrics. Requires runtime addon/socket.
testing optional-runtime Screenshots, viewport capture, input injection. Requires runtime/editor setup.
lsp optional-lsp Diagnostics, completion, hover, symbols. Requires Godot LSP on port 6005.
dap optional-dap Breakpoints, stepping, stack traces. Requires Godot DAP on port 6006.
asset_store optional-network External CC0 asset search/download. Network/provider dependent.
class_advanced trusted-static ClassDB/inheritance discovery backed by static engine metadata.
tilemap audit-required Must account for Godot 4.3+ TileMapLayer behavior before promotion.
mutation groups audit-required Scene/resource/script/settings/signal/autoload/import/audio/navigation/theme/animation groups need fixture evidence before being marketed as fully trusted.
intent_tracking workflow-layer Workflow memory/handoff helpers, not a Godot engine primitive. Keep opt-in.

If your MCP client does not refresh after activation, reconnect the client or call the newly activated tool once to force a fresh tools/list round-trip.

GoPeak also uses cursor-based pagination for tools/list so large profiles are not dumped into context at once. Tune it with GOPEAK_TOOLS_PAGE_SIZE when needed.


Typed Godot Values

Bridge-backed scene tools such as add_node and set_node_properties accept common vector payloads for typed properties:

{
  "position": { "type": "Vector2", "x": 100, "y": 200 },
  "scale": { "type": "Vector2", "x": 2, "y": 2 }
}

Plain { "x": 100, "y": 200 } and [100, 200] are also coerced for common Vector2 fields, but tagged values are safest across tools.


Useful Commands

# run from npm
npx -y gopeak

# install globally
npm install -g gopeak

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

# local verification
npm run ci
npm run test:dynamic-groups
npm run test:metadata
npm run test:packaging

CLI bin names:

  • gopeak
  • godot-mcp

Environment & Ports

Name Purpose Default
GOPEAK_TOOL_PROFILE Tool exposure profile: compact, full, legacy compact
MCP_TOOL_PROFILE Fallback profile env alias compact
GODOT_PATH Explicit Godot executable path auto-detect
GODOT_BRIDGE_PORT Bridge/Visualizer HTTP+WS port override 6505
GOPEAK_BRIDGE_HOST Bridge/Visualizer bind host 127.0.0.1
GOPEAK_TOOLS_PAGE_SIZE Number of tools per tools/list page 33
DEBUG Enable server debug logs false
LOG_MODE Recording mode: lite or full lite
Port Service
6505 Unified Godot Bridge + Visualizer server on loopback by default.
6005 Godot LSP.
6006 Godot DAP.
7777 Runtime addon command socket.

Troubleshooting

  • Godot not found → set GODOT_PATH.
  • No MCP tools visible → restart your MCP client.
  • Need a hidden tool → search with tool.catalog or activate a group with tool.groups.
  • Project path invalid → confirm project.godot exists.
  • Runtime tools not working → install/enable the runtime addon and check port 7777.
  • Editor bridge disconnected → stop duplicate gopeak/MCP servers that may already own bridge port 6505; get_editor_status reports bridge startup errors such as EADDRINUSE.

Migration & Deprecation Policy

GoPeak treats compact as the safe default and full/legacy as compatibility profiles. Future hide, remove, rename, or API-contract changes must include:

  1. old → new mapping or an explicit no-replacement note;
  2. profile impact (compact, full, legacy, or opt-in group);
  3. alias window and planned removal timing;
  4. README/docs and release-note updates;
  5. verification proving tools/list exposure and alias behavior;
  6. migration prompt examples for common Godot workflows.

Current stance: legacy tool names and compact aliases remain supported. Optional external groups (runtime, testing, lsp, dap, asset_store) are setup-gated, not always-available core behavior.

Full policy: docs/migration-policy.md.


More Docs


License & Credits

MIT — see LICENSE.