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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- ✔️ 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
.csand.gdscripts, and attach them to nodes - ✔️ Scene & Node control — Build and edit the scene tree, open/save
.tscnscenes, mutate.tres/.resresources - ✔️ 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.devout of the box, or point at your own server - ✔️ Natural conversation — Chat with AI like you would with a human
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_mcpcopies the addon from a local directory instead of downloading it. Prefer the matching release version withinstall-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
- Quick Start
- Tools Reference
- Requirements
- Installation
- Connect
- Godot
MCP Serversetup - Customize Tools
- Runtime usage (in-game)
- How Godot MCP Architecture Works
- Building & contributing
- License
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 returnspong.
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.tscnsub-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 ares://*.tscnPackedScene in the editor.scene-save— Save an open scene back to its.tscnfile.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.importsidecars consistent.resource-delete— Delete a resource from the project.
filesystem
filesystem-list— Browse theres://tree (file types + uids) via the editor file index.filesystem-reimport— Reimport files in the project.
script
script-read— Read a.cs/.gdscript 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 viasinceSequence. Returnsavailable:falsewhen 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.
Requirements
- Godot 4.3+ — the C# / .NET (mono) edition. The addon csproj pins
Godot.NET.Sdk/4.3.0as 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-cliinstall-plugin ./MyGodotProjectdoes all of Step 1 and Step 2 in one command — it downloadsaddons/godot_mcp/from the matching GitHub release, adds the two NuGet packages and the extension-catalog<EmbeddedResource>to your.csproj, and enables the plugin inproject.godot, idempotently. Use--source <path>/addons/godot_mcpto 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.
- Open the AssetLib tab at the top of the Godot editor.
- Search for Godot-MCP and open the asset.
- 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.
- Claude Code (recommended)
- Claude Desktop
- GitHub Copilot in VS Code
- Antigravity
- Cursor
- Any other MCP-aware agent
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.
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 loginprints 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, sogodot-cli openconnects 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 opencommand forwards these env vars for you via--mode,--url,--cloud-url, and--tokenflags.
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 fromgithub.comonly, from the GameDev-MCP-Server release taggedv<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 (defaulthttp://localhost:8080), over thestreamableHttptransport.
Version pinning & security. The download URL is derived solely from the addon's pinned
ServerVersionconstant 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 newServerVersion), and the pinnedv<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 (theCI/GITHUB_ACTIONSenvironment), 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
stdiowhen the MCP client launches the server binary directly (local use — the most common setup); usestreamableHttpwhen 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.
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 throughMainThread.Instance.Run(...)(ReflectorNet'sMainThreadis 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.
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 TOOLSand 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 dispatcherNodein the runningSceneTree(so tool handlers can marshal Godot API calls onto the engine main thread), unless you opt out withWithoutMainThreadDispatcher(). Call it once aSceneTreeis 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:
- Engine error stream (Godot 4.5+) — registers a
Godot.LoggerviaOS.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). - C# unhandled exceptions —
AppDomain.CurrentDomain.UnhandledException, with the full managed stack trace. - C# unobserved
Taskexceptions —TaskScheduler.UnobservedTaskException, with the full managed stack trace. (It only observe
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