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had0yun avatar

Gopeak

had0yun/godot-mcp
STDIOregistry active
Summary

If you're building or debugging Godot 4 projects with Claude, this is the tool. It ships 95+ operations split across compact and full profiles: create scenes, add nodes, edit typed properties, launch the editor, run the game, tail debug logs, and fix errors in a tight loop. The editor bridge plugin and optional runtime addon unlock live scene tree inspection, screenshots, input injection, and DAP breakpoints. It also exposes LSP diagnostics, ClassDB queries, and asset store search when the corresponding Godot services are running. Setup gates keep the default surface small, then you activate capability groups on demand with tool.catalog. Made for trusted Godot 4 workflows where the AI needs read, write, and runtime visibility.

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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 that lets AI assistants run, inspect, modify, and debug real projects end-to-end.

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

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 a trusted core surface with dynamic tool groups that activate on demand — keeping token usage low while making experimental or environment-dependent capabilities explicit.

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.
  • Trusted Godot 4 workflow tools across project discovery, scene/script/resource editing, runtime/LSP/DAP integrations, testing, and asset workflows.
  • Token-efficient by default: compact core surface + dynamic tool groups. Activate only the capability family you need instead of loading the full legacy surface.
  • Dynamic tool groups with explicit maturity labels: search with tool.catalog and matching groups auto-activate, or manually activate with tool.groups.
  • Deep Godot integration with setup gates: ClassDB queries, runtime inspection, debugger hooks, and bridge-based scene/resource edits clearly state addon, editor, LSP, DAP, or runtime requirements.

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): trusted core tools plus dynamic tool groups activated on demand.
  • full: exposes the full legacy tool list for compatibility and audit work.
  • legacy: same exposed behavior as full for older configurations.

Configure with either:

  • GOPEAK_TOOL_PROFILE
  • MCP_TOOL_PROFILE (fallback alias)

Dynamic Tool Groups (compact mode)

In compact mode, additional tools are organized into dynamic groups that activate automatically when needed. Maturity labels are intentionally conservative until each group has Godot 4 fixture evidence:

GroupMaturityDescription / setup gate
scene_advancedaudit-requiredDuplicate, reparent nodes, load sprites; verify scene ownership/persistence in a Godot 4 fixture before treating as trusted.
uidaudit-requiredUID management for resources; gate behavior by Godot version and resource save/load evidence.
import_exportaudit-requiredImport pipeline, reimport, validate project; requires fixture checks for import settings and export command construction.
autoloadaudit-requiredAutoload singletons, main scene; requires project settings round-trip verification.
signalaudit-requiredDisconnect signals, list connections; requires signal round-trip verification.
runtimeoptional-runtimeLive scene inspection, runtime properties, metrics; requires the runtime addon/socket.
resourceaudit-requiredCreate/modify materials, shaders, resources; requires resource save/load fixture checks.
animationaudit-requiredAnimations, tracks, animation tree, state machine; requires saved scene/resource fixture checks.
pluginoptional-editorEnable/disable/list editor plugins; requires editor plugin availability.
inputaudit-requiredInput action mapping; requires project settings round-trip verification.
tilemapaudit-requiredTileSet and TileMap cell painting; must account for Godot 4.3+ TileMapLayer behavior before being promoted.
audioaudit-requiredAudio buses, effects, volume; requires bus layout fixture checks.
navigationaudit-requiredNavigation regions and agents; requires saved scene/resource fixture checks.
theme_uiaudit-requiredTheme colors, font sizes, shaders; requires resource save/load fixture checks.
asset_storeoptional-networkSearch/download external CC0 assets; requires network/provider availability and should remain optional.
testingoptional-runtimeScreenshots, viewport capture, input injection; requires runtime addon/editor availability.
dx_toolsaudit-requiredError log, project health, find usages, scaffold; requires deterministic static fixture checks.
intent_trackingworkflow-layerIntent capture, decision logs, handoff briefs; not a Godot engine primitive and should stay opt-in/workflow-scoped.
class_advancedtrusted-staticClass inheritance inspection; validate against ClassDB/static evidence.
lspoptional-lspGDScript completions, hover, symbols; requires Godot LSP on port 6005.
dapoptional-dapBreakpoints, stepping, stack traces; requires Godot DAP on port 6006.
version_gateaudit-requiredVersion validation and patch verification; requires explicit version fixture evidence.

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

Typed property values for scene tools

Bridge-backed scene tools (add_node, set_node_properties) now coerce common vector payloads such as { "x": 100, "y": 200 } and [100, 200] for typed properties like position and scale. Tagged values are still the safest cross-tool form:

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

The internal headless serializer uses _type, but MCP callers should prefer type when they need an explicit cross-tool Godot value tag.

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 the entire legacy definition set 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

  • Documentation Map
  • Architecture
  • Platform Roadmap
  • Unity-MCP Benchmark Plan
  • Release Process

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

These capabilities are grouped by workflow value. Optional-runtime/LSP/DAP/network groups require their setup gates before use; audit-required groups should be promoted only after fixture evidence.

  • 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 (requires runtime addon/socket)
  • LSP + DAP: diagnostics/completion/hover + breakpoints/step/stack trace (requires Godot LSP/DAP ports)
  • Input + screenshots: keyboard/mouse/action injection and viewport capture (requires runtime/editor bridge setup)
  • Asset library: search/fetch CC0 assets (optional network/provider workflow)

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."

Migration & Deprecation Policy

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

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

Current compatibility stance: legacy tool names and compact aliases remain supported. Dynamic groups with optional external requirements (runtime, testing, lsp, dap, asset_store) should be documented as opt-in/setup-gated rather than marketed as always-available core behavior.

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
  • get_editor_status says disconnected while the Godot editor shows connected → check whether another gopeak/MCP server instance already owns bridge port 6505; the status payload now reports the startup error and suggests stopping duplicate servers

Docs & Project Links

  • Architecture (MCP Platform Direction)
  • Platform Roadmap (P1/P2/P3)
  • CHANGELOG
  • ROADMAP
  • CONTRIBUTING

License

MIT — see LICENSE.

Credits

  • Original MCP server by Coding-Solo
  • GoPeak enhancements by HaD0Yun
  • Project visualizer inspired by tomyud1/godot-mcp
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Categories
Developer ToolsDesign & Creative
Registryactive
Packagegopeak
TransportSTDIO
UpdatedFeb 20, 2026
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