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godot-test-mcp

MCP server for automated Godot 4 game testing. Launch games, capture errors, verify changes — all from Claude Code or any MCP client.

Features (Phase 1)

  • Launch & Stop: Run Godot projects in headless or windowed mode
  • Error Capture: Parse and categorize GDScript errors, parse errors, resource failures
  • One-Shot Verify: godot_run_and_check — launch, run N seconds, report PASS/FAIL
  • Headless Import: Quick parse-check without running the game

Quick Start

  1. Clone:

    git clone https://github.com/hyunlord/godot-test-mcp.git
    
  2. Install:

    cd godot-test-mcp
    pip install -e .
    
  3. Add to your Godot project's .mcp.json:

    {
      "mcpServers": {
        "godot-test": {
          "command": "python3",
          "args": ["/path/to/godot-test-mcp/src/server.py"],
          "env": {
            "GODOT_PROJECT_PATH": ".",
            "GODOT_PATH": ""
          }
        }
      }
    }
    
  4. In Claude Code:

    godot_run_and_check(seconds=15)
    

Tools

Tool Description
godot_launch Start Godot (headless/windowed/editor)
godot_stop Stop running Godot process
godot_get_errors Get parsed errors/warnings
godot_get_output Get raw stdout/stderr
godot_run_and_check Launch → run N sec → collect errors → PASS/FAIL
godot_headless_import Quick --headless --quit parse check
godot_get_status Check if Godot is running/stopped/crashed

Environment Variables

Variable Description
GODOT_PATH Path to Godot executable (auto-detected if empty)
GODOT_PROJECT_PATH Path to Godot project root (auto-detected if empty)

Godot Auto-Detection

If GODOT_PATH is not set, the server searches in order:

  1. macOS: /Applications/Godot.app/Contents/MacOS/Godot, ~/Applications/...
  2. Linux: /usr/bin/godot, snap/flatpak paths
  3. Windows: C:\Godot\Godot.exe, %LOCALAPPDATA%\Godot\...
  4. PATH lookup via which godot

Project Auto-Detection

If GODOT_PROJECT_PATH is not set, the server searches for project.godot starting from the current directory and walking up to 5 parent directories.

Roadmap

  • Phase 1: Launch + error capture (current)
  • Phase 2: Tick control + entity state query (WebSocket)
  • Phase 3: Cheat commands + assertions
  • Phase 4: Rust/GPU profiling
  • Phase 5: CI/CD integration

License

MIT

Metadata

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