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Godot MCP is an AI-powered game development assistant for the Godot Editor. Connect Claude, Cursor, Copilot, or any MCP-aware agent to Godot and let it inspect and drive your project — create nodes, edit scenes, manage resources and scripts, capture screenshots, and more.

Godot-MCP is the Godot counterpart of Unity-MCP: a C# editor addon that exposes Godot Editor operations as AI Tools and connects them to an MCP server through the same hosted cloud backend (ai-game.dev) that powers Unity-MCP — or your own self-hosted server. The MCP / reflection stack is not forked: it is shared with Unity-MCP and consumed from nuget.org as PackageReferences.

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Features

  • ✔️ AI agents — Use the best agents from Anthropic, OpenAI, Google, or any other provider with no vendor lock-in
  • ✔️ 39 built-in Tools — A wide range of MCP Tools across 11 families for operating the Godot Editor
  • ✔️ C# & GDScript — Read, create, and update both .cs and .gd scripts, and attach them to nodes
  • ✔️ Scene & Node control — Build and edit the scene tree, open/save .tscn scenes, mutate .tres/.res resources
  • ✔️ Visual feedback — Capture viewport, camera, and isolated-node screenshots the LLM can inspect
  • ✔️ Reflection escape hatch — Find and call any C# method across loaded assemblies via ReflectorNet
  • ✔️ Cloud or self-hosted — Connect to ai-game.dev out of the box, or point at your own server
  • ✔️ Natural conversation — Chat with AI like you would with a human

AI Game Developer — Godot MCP

Quick Start

Get up and running from a terminal using the godot-cli (the Godot analog of unity-mcp-cli) — no manual file copying or csproj editing required:

# 1. Install godot-cli
npm install -g godot-cli

# 2. (Optional) Scaffold a fresh Godot C# project — skip if you already have one
godot-cli create-project --dotnet ./MyGodotProject

# 3. Install the godot_mcp addon: downloads addons/godot_mcp/ from the matching
#    GitHub release, adds the required NuGet packages + the extension-catalog
#    EmbeddedResource to your .csproj, and enables the plugin in project.godot —
#    all idempotently
godot-cli install-plugin ./MyGodotProject

# 4. Sign in to the ai-game.dev cloud — OAuth 2.1 device login (opens a browser,
#    saves a machine-wide credential the editor plugin auto-adopts; no token to copy)
godot-cli login

# 5. Pick an AI agent (Claude Code, Cursor, Copilot, …) and write its MCP config —
#    pinned to THIS project's cloud route by default (pass --no-pin for the bare URL)
godot-cli setup-mcp claude-code ./MyGodotProject

# 6. Open the Godot editor — builds the C# assembly first (so the addon loads on
#    the very first open) then auto-connects with the right GODOT_MCP_* env vars
godot-cli open ./MyGodotProject

# 7. Wait until the plugin answers the readiness probe
godot-cli wait-for-ready ./MyGodotProject

That's it. Ask your AI "Create 3 cubes in a circle with radius 2" and watch it happen. ✨

Offline / dev install: install-plugin --source <path-to>/addons/godot_mcp copies the addon from a local directory instead of downloading it. Prefer the matching release version with install-plugin --version <x.y.z> if you need a specific addon build. The manual route (copy the addon + add the NuGet packages yourself) is still documented under Installation Steps 1–2 for the Asset Library / hand-managed flows.

See the full CLI documentation for every command, editor-resolution order, and connection env vars.

Contents

AI Game Developer — Godot MCP

Tools Reference

Godot-MCP ships 39 built-in tools grouped into 11 families. Tool names mirror Unity-MCP where sensible (scene-*, node-*, …). Every tool returns a structured, ReflectorNet-serialized result (or a PNG image for screenshots). All editor tools are available immediately after the addon is enabled — no extra configuration required. The runtime-errors family is the exception: it surfaces errors from the running game and is OFF by default — opt in with builder.WithRuntimeErrorCapture() (see Capturing in-game runtime errors).

Family Tools What it does
ping ping Lightweight readiness probe — echoes a message back, or returns pong. Verifies the end-to-end MCP path (editor → SignalR → tool dispatch).
node node-find, node-create, node-modify, node-set-parent, node-duplicate, node-delete Inspect and edit the active scene tree (the Godot analog of Unity GameObjects), driving EditorInterface on the main thread.
scene scene-open, scene-save, scene-create, scene-list-opened, scene-get-data Open, save, create, and inspect Godot scenes (res://*.tscn PackedScenes) in the editor.
resource resource-find, resource-get-data, resource-modify, resource-create, resource-move, resource-delete Find and mutate Godot resources (.tres/.res) through ResourceLoader/ResourceSaver/EditorFileSystem, keeping .import sidecars consistent.
filesystem filesystem-list, filesystem-reimport Browse and reimport the project's res:// tree via the editor EditorFileSystem index (file types + uids without loading resources).
script script-read, script-create, script-update, script-delete, script-attach-to-node, script-validate CRUD on C# (.cs) and GDScript (.gd) files, plus attaching a script to a node and validating GDScript.
screenshot screenshot-viewport, screenshot-camera, screenshot-isolated Capture the editor viewport, a specific camera, or an isolated node render, returned as a PNG image the LLM can inspect.
editor editor-application-get-state, editor-application-set-state, editor-selection-get, editor-selection-set Read/drive the editor run-and-play lifecycle (Godot launches the game in a separate process) and the current selection.
console console-get-logs, console-clear-logs Read and clear the plugin's editor log collector (GD.Print/GD.PushWarning/GD.PushError).
reflection reflection-method-find, reflection-method-call Find and call C# methods (static/instance, public/private) across every loaded assembly via ReflectorNet — the engine-agnostic escape hatch.
runtime-errors runtime-errors-get, runtime-errors-clear Poll errors raised inside the running game (NOT the editor) — GDScript runtime errors, push_error/push_warning, shader errors, and C# unhandled / unobserved-Task exceptions, with multi-frame GDScript backtraces on Godot 4.5+. OFF by default — opt in with builder.WithRuntimeErrorCapture().

ping

  • ping — Lightweight readiness probe; echoes a message back, or returns pong.

node

  • node-find — Find nodes in the active scene tree by path, type, or name.
  • node-create — Create a new node under a parent (optionally instancing a .tscn sub-scene).
  • node-modify — Set fields/properties on one or more nodes.
  • node-set-parent — Reparent nodes within the scene tree.
  • node-duplicate — Duplicate nodes together with their subtrees.
  • node-delete — Delete nodes from the active scene.

scene

  • scene-open — Open a res://*.tscn PackedScene in the editor.
  • scene-save — Save an open scene back to its .tscn file.
  • scene-create — Create a new scene asset in the project.
  • scene-list-opened — List the scenes currently open in the editor.
  • scene-get-data — Retrieve the root nodes / structure of a scene.

resource

  • resource-find — Search the project for resources (.tres/.res).
  • resource-get-data — Read a resource's serialized fields and properties.
  • resource-modify — Modify a resource's properties.
  • resource-create — Create a new resource asset.
  • resource-move — Move / rename a resource, keeping .import sidecars consistent.
  • resource-delete — Delete a resource from the project.

filesystem

  • filesystem-list — Browse the res:// tree (file types + uids) via the editor file index.
  • filesystem-reimport — Reimport files in the project.

script

  • script-read — Read a .cs / .gd script file.
  • script-create — Create a new script file.
  • script-update — Update an existing script file's contents.
  • script-delete — Delete a script file.
  • script-attach-to-node — Attach a script to a node.
  • script-validate — Validate GDScript (.gd) files and return structured parse/compile diagnostics.

screenshot

  • screenshot-viewport — Capture the editor viewport as a PNG.
  • screenshot-camera — Capture from a specific camera.
  • screenshot-isolated — Render a node in isolation from a chosen angle.

editor

  • editor-application-get-state — Read the editor application/run state.
  • editor-application-set-state — Start / stop the running game.
  • editor-selection-get — Get the current editor selection.
  • editor-selection-set — Set the current editor selection.

console

  • console-get-logs — Read the plugin's collected editor logs (with filtering). This includes the plugin's connection lifecycle diagnostics (connect/disconnect, drain-timeout, config save/load, skill-gen, dev-control, dispatcher, and runtime-capture warnings), which route through the same capture sink as its framework logs.
  • console-clear-logs — Clear the collected log cache.

reflection

  • reflection-method-find — Find C# methods (including private) across every loaded assembly.
  • reflection-method-call — Call any C# method with input parameters and get the result.

runtime-errors (in-game; OFF by default — enable with builder.WithRuntimeErrorCapture())

  • runtime-errors-get — Read captured in-game runtime errors (oldest-first, newest-kept page); poll only new errors via sinceSequence. Returns available:false when capture was never enabled, so an empty list is never mistaken for health.
  • runtime-errors-clear — Clear the captured in-game runtime-error buffer (a no-op when capture is not enabled); the monotonic sequence counter is preserved.

AI Game Developer — Godot MCP

Requirements

  • Godot 4.3+ — the C# / .NET (mono) edition. The addon csproj pins Godot.NET.Sdk/4.3.0 as its minimum floor; newer 4.x editors (4.4, 4.5) work.
  • .NET 8 SDK (net8.0).

[!IMPORTANT] Godot-MCP requires the mono (C#/.NET) build of Godot — the standard (GDScript-only) build cannot compile the addon.

Installation

There are two things to install: the addon (the plugin files) and the two NuGet packages the addon's C# depends on. Godot compiles every .cs under your project into one assembly, so your project's .csproj must declare the same NuGet references the addon needs — otherwise the addon's C# will not compile.

Step 1: Add the addon

Pick one of the following ways to get the addons/godot_mcp/ folder into your Godot C# project.

Fully automated (recommended for terminal workflows): godot-cli install-plugin ./MyGodotProject does all of Step 1 and Step 2 in one command — it downloads addons/godot_mcp/ from the matching GitHub release, adds the two NuGet packages and the extension-catalog <EmbeddedResource> to your .csproj, and enables the plugin in project.godot, idempotently. Use --source <path>/addons/godot_mcp to install from a local copy offline. The manual Options A–C below remain for in-editor (Asset Library) and hand-managed installs.

Option A — Godot Asset Library (recommended)

The easiest path: install directly from inside the editor.

  1. Open the AssetLib tab at the top of the Godot editor.
  2. Search for Godot-MCP and open the asset.
  3. Click Download, then Install — Godot unpacks the addon into your project's res://addons/godot_mcp/.

The Asset Library entry is published per release and always points at a tagged version, so an in-editor install gives you a known-good snapshot of the addon. (See note below if the entry is not visible yet.)

Option B — GitHub Release zip

Grab the latest godot-mcp-addon-<version>.zip from the Releases page and extract it into your project's root — the archive already contains addons/godot_mcp/..., so the files land at res://addons/godot_mcp/.

Option C — copy from source

Copy the addons/godot_mcp/ folder from this repository (or your clone) into your project's addons/ directory by hand.


After the files are in place (Options A–C), enable the plugin: Project → Project Settings → Plugins → Godot-MCP → Enable. (If you used the fully-automated godot-cli install-plugin above, the plugin is already enabled and the NuGet packages + extension-catalog embed are already added — skip straight to Step 3.) On a successful load the editor Output panel prints:

[Godot-MCP] plugin loaded

Asset Library availability. The in-editor AssetLib entry (Option A) appears after the maintainer's first submission is approved by the Godot Asset Library moderators. Until then, use Option B (GitHub Release zip) or Option C.

Step 2: Add the NuGet packages + the extension catalog embed

Add both PackageReferences and the extension-catalog <EmbeddedResource> to your project's .csproj (use these exact pinned versions — they must match the addon's Godot-MCP.csproj):

<ItemGroup>
  <PackageReference Include="com.IvanMurzak.ReflectorNet" Version="5.3.2" />
  <PackageReference Include="com.IvanMurzak.McpPlugin"   Version="7.1.1" />
</ItemGroup>

<!-- Embed the extension catalog so the Extensions panel populates (else it is EMPTY). -->
<ItemGroup>
  <EmbeddedResource Include="addons/godot_mcp/extensions.catalog.json" LogicalName="Godot-MCP.extensions.catalog.json" />
</ItemGroup>
Package Version Role
com.IvanMurzak.ReflectorNet 5.3.2 Reflection / serialization core
com.IvanMurzak.McpPlugin 7.1.1 MCP plugin client (transitively pulls McpPlugin.Common + ReflectorNet; carries the shared AgentConfig module)

The <EmbeddedResource> is as required as the NuGet pins: the addon's pure-managed extension registry reads the catalog at editor runtime via GetManifestResourceStream (no res:// / filesystem fallback), and because the addon ships as source its own <EmbeddedResource> does not carry into your project — so without this line your Extensions panel is empty. The LogicalName must be exactly Godot-MCP.extensions.catalog.json so the resource resolves identically to the addon's own assembly.

Run dotnet restore so the packages land in your NuGet cache, then build. No manual DLL copying is required — at editor runtime the addon's assembly resolver locates the DLLs in your NuGet global-packages folder by reading the build's *.deps.json. (If you prefer self-contained output, set <CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies> so the DLLs are copied beside your project assembly instead.)

Step 3: Install an AI agent

Choose a single AI agent you prefer — you don't need to install all of them. This is your main chat window to communicate with the LLM.

Write the agent's MCP-client config with godot-cli setup-mcp <agent> ./MyGodotProject. By default it points the client at the project-pinned cloud URL <host>/mcp/p/<pin>, so an agent session launched in this project folder routes to this project's editor even when your account has several editors connected; pass --no-pin for the bare <host>/mcp URL. OAuth-capable agents (Claude Code, Cursor, Copilot, …) authenticate to the cloud through their own OAuth handshake — no token is written into the config. See the CLI documentation for the full list of supported agents.

AI Game Developer — Godot MCP

Connect

The plugin connects to an MCP server in one of two modes. The mode and its URL / token can be set in the serialized config or overridden at process start with environment variables (handy for CI, headless runs, and local dev). All variable names are the Godot analog of Unity-MCP's UNITY_MCP_*. The active mode always recomputes from the environment, so a process-level override wins over the serialized config without editing any file.

Cloud mode (default) — ai-game.dev

In Cloud mode the plugin connects to the hosted backend at https://ai-game.dev (the /mcp hub path is appended automatically). This is the default connectionMode.

Sign in once with godot-cli login. Cloud authentication uses the OAuth 2.1 device-authorization flow (RFC 8628): godot-cli login prints a short user code, opens your browser, and — on approval — saves a cloud credential to the shared machine store (~/.ai-game-dev/credentials.json) that the editor plugin auto-adopts, so godot-cli open connects with no token to copy or paste. No personal access token (PAT) is minted. GODOT_MCP_TOKEN (below) remains available as a manual override for CI / headless runs.

Environment variable Purpose Default
GODOT_MCP_CONNECTION_MODE Force the mode: Cloud or Custom (case-insensitive). Cloud
GODOT_MCP_CLOUD_URL Override the cloud base URL. A trailing /mcp is stripped if present; a non-http(s) value falls back to the default. https://ai-game.dev
GODOT_MCP_TOKEN Bearer token, routed to the active mode's token. Surrounding quotes are trimmed. (none)

Custom mode — your own server

In Custom mode the plugin connects to a server URL you supply (a local dev server, a self-hosted instance, etc.).

Environment variable Purpose Default
GODOT_MCP_CONNECTION_MODE Set to Custom to select this mode. Cloud
GODOT_MCP_HOST The custom server URL. Must be an absolute http(s) URL or it falls back to the default. http://localhost:8080
GODOT_MCP_TOKEN Bearer token (only needed if the server requires authorization). (none)

Example — boot the editor pointed at a local server:

export GODOT_MCP_CONNECTION_MODE=Custom
export GODOT_MCP_HOST=http://localhost:5300
# export GODOT_MCP_TOKEN=...   # only if the server enforces auth

The godot-cli open command forwards these env vars for you via --mode, --url, --cloud-url, and --token flags.

AI Game Developer — Godot MCP

Godot MCP Server setup

In Cloud mode you don't run a server at all — the plugin talks to ai-game.dev. If you want to host the server yourself (local dev, CI, or your own cloud), you have two options: let the addon download and run the matched server binary for you (recommended), or run it manually (advanced).

The server itself is the shared, engine-agnostic GameDev-MCP-Server — one server binary (gamedev-mcp-server) serving Unity-MCP, Godot-MCP, and Unreal-MCP. It is released from its own repo on its own version line; this addon pins the server version it consumes (the ServerVersion constant in addons/godot_mcp/Runtime/Connection/GodotMcpServerView.cs).

Local server — let the addon download & run it for you

In Custom mode the plugin can host its own MCP server — you don't have to build or launch anything by hand. Open the addon dock's Server card while Custom mode is selected and use the Local server row:

  • Start Server — downloads the server build for the pinned server version, caches it, launches it, and the plugin connects to it. Stop Server terminates it (it is also stopped automatically when you close the editor).
  • The download is the per-platform release asset gamedev-mcp-server-<rid>.zip — pulled over HTTPS from github.com only, from the GameDev-MCP-Server release tagged v<ServerVersion>, so the asset URL is: https://github.com/IvanMurzak/GameDev-MCP-Server/releases/download/v<ServerVersion>/gamedev-mcp-server-<rid>.zip. The <rid> (platform runtime identifier — e.g. win-x64, osx-arm64, linux-x64) is resolved automatically for your machine; all seven published RIDs are supported (win-x64/x86/arm64, linux-x64/arm64, osx-x64/arm64).
  • The binary is cached under your project's .godot/mcp-server/<rid>/ folder (gitignored) and re-used on later launches; it is only re-downloaded when the pinned server version changes (an exact version match, so the editor plugin and the server it talks to never drift). The server is launched on the port from your Server URL (default http://localhost:8080), over the streamableHttp transport.

Version pinning & security. The download URL is derived solely from the addon's pinned ServerVersion constant and your platform RID — there is no arbitrary-URL binary execution. The addon version and the server version are decoupled: bumping the consumed server is an explicit addon change (a new ServerVersion), and the pinned v<ServerVersion> release must already exist on GameDev-MCP-Server before an addon release that pins it. If the release asset can't be fetched (you're offline), the addon logs a warning and the local server simply doesn't start — fall back to the manual run below, or use Cloud mode. The download is skipped entirely under CI (the CI / GITHUB_ACTIONS environment), where no local server is hosted.

This mirrors Unity-MCP's self-hosted server flow: the editor plugin manages the pinned server binary for you instead of requiring a manual build.

Run the server manually (advanced)

To run the server as a standalone / cloud process, download a GameDev-MCP-Server release binary (or use the aigamedeveloper/mcp-server Docker image). Both transports are supported: streamableHttp (HTTP) and stdio.

# HTTP transport on port 8080
./gamedev-mcp-server --client-transport streamableHttp --port 8080

# stdio transport — for local MCP clients that launch the server directly
./gamedev-mcp-server --client-transport stdio

Then point the plugin at it in Custom mode (GODOT_MCP_HOST=http://localhost:8080).

Choosing a transport: use stdio when the MCP client launches the server binary directly (local use — the most common setup); use streamableHttp when running the server as a standalone process or in the cloud and connecting over HTTP.

See the GameDev-MCP-Server README for the full argument / environment-variable table, the Docker image, and the cross-platform build matrix.

AI Game Developer — Godot MCP

Customize Tools

Godot-MCP supports custom MCP Tool development directly in your project code. A tool family is a partial class decorated [AiToolType]; each tool method is decorated [AiTool("tool-name", …)] with a [Description] on the method and on each parameter to help the LLM understand it.

Any Godot API call (Node, Resource, EditorInterface, …) must run on the editor main thread — marshal it through MainThread.Instance.Run(...) (ReflectorNet's MainThread is backed by the Godot main-thread dispatcher on plugin boot). Never touch engine objects off-thread.

[AiToolType]
public partial class Tool_MyFeature
{
    [AiTool("my-custom-task", Title = "Do a custom task")]
    [Description("Explain to the LLM what this does and when to call it.")]
    public string CustomTask
    (
        [Description("Explain to the LLM what this parameter is.")]
        string inputData
    )
    {
        // ... work that does not touch the Godot API can run on this background thread ...

        return MainThread.Instance.Run(() =>
        {
            // ... touch EditorInterface / Node / Resource here, on the main thread ...
            return "[Success] Operation completed.";
        });
    }
}

Return a structured data model (ReflectorNet-serialized) or void for side-effect-only ops — never ad-hoc string formatting for parseable output. Use string? optional = null parameters (nullable + default) to mark them as optional for the LLM.

AI Game Developer — Godot MCP

Runtime usage (in-game)

Everything above runs the MCP connection inside the Godot editor (the [Tool] EditorPlugin boots it for you). Godot-MCP can also run inside a running / exported game build (debug or release) — the Godot analog of Unity-MCP's runtime mode. This lets an LLM read and drive your live game state: imagine a Chess game whose bot logic you outsource to an LLM by exposing a couple of tools.

Two things make runtime mode different from editor mode, and both are deliberate:

  • It never auto-connects. The editor plugin connects on boot; a game build does not. You write the opt-in code and decide when (if ever) to call Connect().
  • There are no tools, prompts, or resources by default — strictly manual. The runtime ships zero MCP tools, prompts, and resources. You register every [AiToolType] tool, [AiPromptType] prompt, and [AiResourceType] resource yourself, in your own code — and each kind is independently optional (register prompts without any tools, or vice versa). (The addon's editor tool families are gated by #if TOOLS and don't even compile into a game build, so they can never leak in.)

The entry point is GodotMcpRuntime.Initialize(...) (namespace com.IvanMurzak.Godot.MCP.Runtime). Write it once — e.g. from a Godot autoload's _Ready() so a SceneTree exists:

using System.Reflection;
using com.IvanMurzak.Godot.MCP.Connection;   // GodotMcpConnectionMode
using com.IvanMurzak.Godot.MCP.Runtime;      // GodotMcpRuntime
using McpServerConsts = com.IvanMurzak.McpPlugin.Common.Consts.MCP.Server;   // AuthOption (none/oauth/token)
using Godot;

public partial class GameMcp : Node
{
    private GodotMcpRuntimeHandle? _mcp;

    public override async void _Ready()
    {
        // 1) Build the connection (default OFF — nothing connects yet).
        _mcp = GodotMcpRuntime.Initialize(builder =>
        {
            builder.WithConfig(config =>
            {
                config.ConnectionMode = GodotMcpConnectionMode.Custom;         // your own server
                config.Host           = "http://localhost:8080";               // prefer loopback
                config.AuthOption     = McpServerConsts.AuthOption.token;      // offline bearer-token auth
                config.Token          = "your-secret-token";
            });

            // 2) Opt YOUR tools / prompts / resources in. Zero of each by default — this is the only way
            //    they get registered, and each kind is independently optional.
            builder.WithToolsFromAssembly(Assembly.GetExecutingAssembly());     // [AiToolType] classes
            builder.WithPromptsFromAssembly(Assembly.GetExecutingAssembly());   // [AiPromptType] classes
            builder.WithResourcesFromAssembly(Assembly.GetExecutingAssembly()); // [AiResourceType] classes
            //   …or register specific families:
            //   builder.WithTools(typeof(GameMcpTools));
            //   builder.WithPrompts(typeof(GameMcpPrompts));
            //   builder.WithResources(typeof(GameMcpResources));
        }).Build();

        // 3) Connect — explicit, the security-required opt-in. Retries in the background while
        //    KeepConnected is true (the default).
        await _mcp.Connect();
    }

    public override async void _ExitTree()
    {
        // 4) Disconnect on shutdown (or whenever you want to stop exposing tools).
        if (_mcp is not null)
            await _mcp.Disconnect();
    }
}

Builder surface (all fluent / chainable):

Call What it does
GodotMcpRuntime.Initialize(configure) Begin configuring; returns a GodotMcpRuntimeBuilder. configure may be null for the zero-tool, env-configured default.
builder.WithConfig(Action<GodotMcpConfig>) Set Host / Token / ConnectionMode / AuthOption in code. Multiple calls compose in order.
builder.WithToolsFromAssembly(Assembly) Register every [AiToolType] class in an assembly (usually Assembly.GetExecutingAssembly()).
builder.WithTools(params Type[]) Register specific [AiToolType] classes when a whole-assembly scan is too broad.
builder.WithPromptsFromAssembly(Assembly) Register every [AiPromptType] class in an assembly. Independent of tools/resources.
builder.WithPrompts(params Type[]) Register specific [AiPromptType] classes.
builder.WithResourcesFromAssembly(Assembly) Register every [AiResourceType] class in an assembly. Independent of tools/prompts.
builder.WithResources(params Type[]) Register specific [AiResourceType] classes.
builder.WithoutMainThreadDispatcher() Skip the automatic main-thread-dispatcher bootstrap (only if you install your own autoload dispatcher).
builder.WithRuntimeErrorCapture() Capture errors raised in the running game (GDScript runtime errors, push_error/push_warning, shader errors via the Godot 4.5+ engine hook; C# unhandled / unobserved-Task exceptions with full stack traces) and register the runtime-errors-* tool so an agent can poll them. OFF by default. See "Capturing in-game runtime errors" below.
builder.Build() Finalize; returns a default-OFF GodotMcpRuntimeHandle.
handle.Connect() / handle.Disconnect() Open / close the connection. handle.Dispose() tears it down on shutdown.

Initialize().Build() also guarantees a main-thread dispatcher Node in the running SceneTree (so tool handlers can marshal Godot API calls onto the engine main thread), unless you opt out with WithoutMainThreadDispatcher(). Call it once a SceneTree is live (e.g. from an autoload _Ready).

Capturing in-game runtime errors

In editor mode, console-get-logs and script-validate surface the plugin's own logs and GDScript parse errors. But errors raised inside a running game — a GDScript runtime error (a null dereference, a bad index), a push_error/push_warning, a shader error, or a C# unhandled exception — are not visible to an agent through those editor tools. Without this, an agent can launch the game, poll for logs, see silence, and wrongly conclude the game is healthy. This is the gap that blocks an unattended "keep fixing until no errors" loop for real gameplay/runtime bugs.

Opt in with WithRuntimeErrorCapture():

_mcp = GodotMcpRuntime.Initialize(builder =>
{
    builder.WithConfig(cfg => { /* host / token … */ });
    builder.WithRuntimeErrorCapture();   // capture in-game runtime errors + expose the runtime-errors-* tool
}).Build();

await _mcp.Connect();

That single call installs three best-effort capture channels and registers the runtime-errors-* tool:

  1. Engine error stream (Godot 4.5+) — registers a Godot.Logger via OS.AddLogger, so GDScript runtime errors, push_error/push_warning, and shader errors raised in the running game are captured with their origin (file / line / function).
  2. C# unhandled exceptionsAppDomain.CurrentDomain.UnhandledException, with the full managed stack trace.
  3. C# unobserved Task exceptionsTaskScheduler.UnobservedTaskException, with the full managed stack trace. (It only observe