# beckettlab/beckett-godot-mcp [Health: Active]

**Category:** 🎮 Gaming  
**Repository:** https://github.com/beckettlab/beckett-godot-mcp  
**GitHub Stars:** 22  
**Views:** 4  
**Installs:** 1  
**Upvotes:** 0  
**Directory Page:** https://allmcps.com/mcp/beckettlab-beckett-godot-mcp

## Description
Beckett — MCP for Godot: a zero-sidecar GDScript editor addon that serves MCP over Streamable HTTP from inside the Godot 4 editor (no Node/Python sidecar). Reflection over any class, validate-before-write GDScript, scene/script/resource authoring, and a runtime play-test loop (play, screenshot, input, assert). MIT.

## Tools
Capabilities this server exposes over MCP:

- **get_godot_version**
- **find_classes**
- **describe_class**
- **find_methods**
- **describe_object**
- **set_property**
- **call_method**
- **get_scene_tree**
- **create_node**
- **delete_node**
- **rename_node**
- **reparent_node**
- **duplicate_node**
- **move_node**
- **instance_scene**
- **save_scene**
- **open_scene**
- **validate_script**
- **write_script**
- **script_patch**
- **read_script**
- **attach_script**
- **build_csharp**
- **connect_signal**
- **disconnect_signal**
- **list_signals**
- **create_resource**
- **set_resource**
- **read_file**
- **write_file**
- **list_dir**
- **search_files**
- **get_project_setting**
- **set_project_setting**
- **play_scene**
- **stop_scene**
- **get_play_state**
- **wait_until**
- **logs_read**
- **screenshot**
- **get_remote_tree**
- **find_nodes**
- **wait_for_node**
- **runtime_get_property**
- **monitor_properties**
- **get_performance_monitors**
- **game_logs**
- **get_project_statistics**
- **apply_template**
- **batch_execute**
- **inspect_node**
- **audit_scene**
- **setup_2d_player**
- **fix_script_errors**
- **build_test_fix**
- **make_game**

## Claude Desktop Quick Installation
Remote MCP endpoint (confidence: high). Install path detected from listing signals. Add as a URL/SSE server in your client:

```json
"mcpServers": {
  "beckett-godot-mcp": {
    "url": "http://127.0.0.1:8770/mcp"
  }
}
```

## Documentation

## What beckettlab/beckett-godot-mcp MCP server does

The beckettlab/beckett-godot-mcp MCP server connects an AI client to a running Godot 4 editor through an embedded GDScript `EditorPlugin`. Rather than starting a separate Node.js or Python process, the addon hosts the MCP HTTP service itself and handles requests from the editor.

Its tools cover several parts of a Godot development workflow:

- Discover Godot classes, methods, objects, properties, and the current scene tree.
- Create, delete, rename, move, reparent, duplicate, and instance scene nodes.
- Open and save scenes, attach scripts, read scripts, and apply script patches.
- Validate GDScript before writing it, reducing the chance of saving code that does not parse.
- Build-check C# projects with `dotnet build` and return structured compiler diagnostics.
- Create and modify resources, connect or disconnect signals, and read or write project files.
- Start and stop scenes, inspect play state, read logs, capture screenshots, and inspect the live remote scene tree.

The repository describes the Lite edition as supporting both GDScript and C#. Its reflection-oriented operations work across Godot classes instead of requiring separate tools for every engine domain.

## How it works

After the plugin is enabled in Godot, it starts the embedded server and writes an `.mcp.json` client configuration. The server uses a TCP-based HTTP implementation polled on the editor’s main thread. MCP clients send requests to the editor, where operations can inspect objects or mutate project content.

Scene and node changes use Godot’s `EditorUndoRedoManager`, making those mutations undoable. A batch operation can roll back when an operation fails. Script-writing operations parse GDScript first and reject invalid code before changing the file. For C# projects, `build_csharp` runs a compile check while the editor remains open and reports file, line, column, and compiler-code information.

The runtime observation loop can launch a scene, wait for a condition, read game output, capture the current frame, and inspect the running scene tree. Other runtime tools expose node properties, performance monitors, and game logs. The Lite material supports observation; input simulation and assertion features are described as additions to the paid Full edition.

## Setup and configuration

Use Godot 4.2 or newer and install the repository’s editor addon in the Godot project. Enabling the plugin starts the server automatically by default. The addon includes a dock panel with status controls, Start and Stop actions, client-configuration copying, and an AI-effort slider that limits the advertised tool set.

The service is restricted to localhost and validates the request `Origin`. An optional bearer token can add authentication. Auto-start can be disabled with the `beckett/autostart=false` setting. No Node.js or Python sidecar is required. C# support still depends on the .NET SDK already needed by the Godot C# project.

## Tools and capabilities

The beckettlab/beckett-godot-mcp MCP server is suited to agents that need editor-level control rather than only command-line project access. Its listed capabilities include class reflection, generic property and method access, scene authoring, script editing, resource creation, file operations, signal management, C# build checking, and runtime inspection.

MCP resources expose scene, project, asset, log, and audit information. MCP prompts cover workflows such as inspecting nodes, auditing scenes, fixing script errors, and building or testing a project. Security-related controls include read-only, allowlist, and confirmation gates for destructive operations.

The repository identifies the Lite edition as MIT-licensed and free. It also documents a separate Full edition with additional playtesting, input, UI interaction, assertions, test-runner, animation, export, analysis, and knowledge-pack features; those additions should not be assumed to be part of the Lite addon.

_Full upstream README: https://allmcps.com/mcp/beckettlab-beckett-godot-mcp/readme_

