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Beckett Godot MCP

by beckettlab

Edits Godot 4 projects through MCP with reflection, scene authoring, script validation, and runtime observation.

Install Beckett Godot MCP

Pick your client, then add it in one click or paste the config.

Streamable HTTP (Remote)
Server URL
http://127.0.0.1:8770/mcp

Remote servers are added in the app, not the config file: Customize → Connectors → Add custom connector, then paste this URL.

Overview

The beckettlab/beckett-godot-mcp MCP server embeds an MCP endpoint inside the Godot 4 editor as a GDScript EditorPlugin. It communicates over Streamable HTTP without requiring a Node.js or Python sidecar, and exposes reflection, scene, script, resource, file, and runtime tools. Use it when an AI agent needs to inspect or modify a Godot project while the editor is open, validate scripts before writing them, or observe a running game. The Lite edition supports GDScript and C# workflows and includes runtime screenshots, logs, remote scene inspection, and performance monitoring.

Use cases

  • Inspect Godot classes and objects through reflection
  • Author and rearrange scene nodes from an AI client
  • Validate GDScript before writing it to a project
  • Observe a running game with screenshots, logs, and remote scene data
  • Compile-check Godot C# projects

Key features

  • Embedded Streamable HTTP MCP server
  • Godot class and method reflection
  • Undoable scene and node authoring
  • Validate-before-write GDScript editing
  • C# compile diagnostics via dotnet build
  • Runtime screenshots and scene inspection

Tools62

What Beckett Godot MCP lets your agent do. Expand a tool for its parameters.

Self-reported~199 tokens of context

Security & health

What it can reach and how reliably it runs — from our own checks, not the maintainer’s claims.

ActiveLast checked 1d ago

Recent health check succeeded.

8/8 checks healthy over the last 79d

Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars48Stargazers on the source repository.
Last commit21d agoMost recent push to the default branch.
Tools exposed62Callable tools this server registers over MCP.
Directory activity1 installsConfig copies, upvotes, and views on AllMCPs.

How Beckett Godot MCP works

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.

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Frequently Asked Questions about Beckett Godot MCP

Install the repository’s editor addon in a Godot 4.2+ project and enable the plugin. Enabling it starts the server and writes an .mcp.json client configuration.

No. The addon embeds the MCP server in the Godot editor and does not require a Node.js or Python sidecar.

Yes. Its validation and writing workflow parses GDScript before writing and refuses code that does not compile.

Yes. The Lite edition can capture screenshots, read the remote scene tree, inspect runtime node state, poll performance monitors, and read game logs.

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