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Godot Engine adapter and 2D game-authoring skills for DCC-MCP

Project description

dcc-mcp-godot

Godot 4 editor adapter for the DCC Model Context Protocol ecosystem. It ships a GDScript EditorPlugin, an EngineDebugger runtime peer, 163 on-demand tools, and a tested 2D arena-roguelike skill.

Install

pip install dcc-mcp-godot

Install the packaged addon into a Godot project:

dcc-mcp-godot-install /path/to/project

Enable DCC-MCP Godot under Project Settings > Plugins, then run:

dcc-mcp-godot

Each adapter instance uses an OS-assigned MCP port and registers it for CLI discovery. Connect through the stable gateway at http://127.0.0.1:9765/mcp; set DCC_MCP_GODOT_PORT only when a fixed direct endpoint is required. The plugin connects to the loopback bridge at ws://127.0.0.1:3847; override the bridge port with DCC_MCP_GODOT_BRIDGE_PORT before starting both processes.

Agent workflow

  1. Search skills for the required domain, such as Godot animation, Godot runtime, or Godot TileMap.
  2. Load only the returned domain skill. Tools remain deferred until their skill is loaded.
  3. Inspect the project or scene before mutating it, then save and validate the result.
  4. Load godot-runtime, godot-input, or godot-testing-qa after starting the game when live inspection, input simulation, or QA assertions are required.

The original godot-project, godot-scene, and godot-roguelike skills remain available.

Capability skills

The adapter groups 163 fine-grained tools into 23 independently loadable domains:

Domains Tools
Project, scene management, node, script, editor 47
Input and runtime 26
Animation and AnimationTree 14
3D scene, physics, particles, navigation, audio 29
TileMap, Theme/UI, shader, resource 24
Batch/refactor, analysis, testing/QA, profiling, export 23

Runtime tools use the official EditorDebuggerPlugin and EngineDebugger channel, so input events and game-node operations run in the game process rather than the editor process. Enabling the plugin registers the bundled runtime peer as an autoload; disabling it removes the autoload.

Scene edits use Godot's undo manager and file operations are restricted to res:// with size and extension checks. execute_editor_script only calls a method on an existing @tool project script; execute_game_script only calls a public method on an existing runtime node. Neither tool accepts raw source for immediate evaluation.

Real Godot CI

CI resolves the official godotengine/godot latest stable GitHub release and downloads the Linux editor. It starts the packaged MCP server and EditorPlugin, sends real JSON-RPC load_skill, paginated tools/list, tools/call, and jobs_get_status requests, creates and edits a scene, starts the game, verifies the runtime scene tree, then runs the generated gameplay simulation and requires ROGUELIKE_SMOKE_OK.

Run the same smoke locally:

python tools/download_latest_godot.py --output .godot-bin
python tests/live_godot_smoke.py --godot /path/to/Godot

Development

python -m pip install -e ".[dev]"
pytest
ruff check src tests tools
ruff format --check src tests tools
python tools/lint_skills.py
python -m build
python -m twine check dist/*

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