[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-77279":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":9,"language":10,"languages":9,"totalLinesOfCode":9,"stars":11,"forks":12,"watchers":13,"openIssues":14,"contributorsCount":15,"subscribersCount":15,"size":15,"stars1d":12,"stars7d":16,"stars30d":17,"stars90d":15,"forks30d":15,"starsTrendScore":18,"compositeScore":19,"rankGlobal":9,"rankLanguage":9,"license":20,"archived":21,"fork":21,"defaultBranch":22,"hasWiki":23,"hasPages":21,"topics":24,"createdAt":9,"pushedAt":9,"updatedAt":25,"readmeContent":26,"aiSummary":27,"trendingCount":15,"starSnapshotCount":15,"syncStatus":28,"lastSyncTime":29,"discoverSource":30},77279,"Godot-MCP-Native","yurineko73\u002FGodot-MCP-Native","yurineko73","一款支持godot开源引擎的的mcp插件，支持常见godot引擎操作，使用Godot原生实现MCPServer，无需安装依赖，开箱即用，支持多种AI工具调用。An MCP plugin that supports the open-source Godot engine, enabling common Godot engine operations. It implements the MCP Server using Godot's native HTTP, requires no dependency installation, is ready to use out of the box, and supports invocation by various AI tools.",null,"GDScript",266,31,1,9,0,59,143,93,94.52,"MIT License",false,"main",true,[],"2026-06-12 04:01:21","# Godot MCP Native (Model Context Protocol)\n\n[中文版本](README.zh.md)\n\n![Godot Version](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002FGodot-4.x-blue?logo=godot-engine)\n![License](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002FLicense-MIT-green)\n![Version](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002FVersion-1.0.6-orange)\n\nA powerful Godot Engine plugin that integrates AI assistants (Claude, etc.) via the Model Context Protocol (MCP). Enable AI to directly read and modify your Godot projects - scenes, scripts, nodes, and resources - all through natural language.\n\n## 🚀 Features\n\n- **Full Project Access**: AI assistants can read and modify scripts, scenes, nodes, and resources\n- **Native Implementation**: No Node.js dependency required - runs entirely within Godot\n- **Real-time Editing**: Apply AI suggestions directly in the editor\n- **Comprehensive Tool Set** (154 tools — 30 core + 124 supplementary):\n  - **Node Tools** (9 core + 11 advanced): Create, modify, manage scene nodes, duplicate, move, rename, signal connections, anchor presets, group management, batch operations, scene auditing\n  - **Script Tools** (7 core + 8 advanced): Edit, analyze, create, attach, validate GDScript files, execute scripts, search in files, symbol indexing, definition & reference lookup\n  - **Scene Tools** (4 core + 4 advanced): Manipulate scene structure, save scenes, list\u002Fopen\u002Fclose scene tabs, project scene listing\n  - **Editor Tools** (4 core + 12 advanced): Control editor functionality, screenshot, signal inspection, filesystem reload, node\u002Ffile selection, export management, property inspector\n  - **Debug Tools** (3 core + 66 advanced): Logging, debugger sessions, breakpoints, stack\u002Fvariable inspection, profilers, runtime probe, animation\u002Faudio\u002Fshader\u002Ftilemap runtime control, debug execution control\n  - **Project Tools** (3 core + 23 advanced): Access project settings, list resources, create resources, run tests, manage input mappings, inspect autoloads\u002Fglobal classes, resource diagnostics & health audit\n\n## 📦 Installation\n\n### Method 1: Asset Library (Recommended)\n1. Open your Godot project\n2. Go to **AssetLib** tab in the editor\n3. Search for \"Godot MCP Native\"\n4. Click **Download** and then **Install**\n\n### Method 2: Manual Installation\n1. Download or clone this repository\n2. Copy the `addons\u002Fgodot_mcp` folder to your project's `addons\u002F` directory\n3. Open your project in Godot\n4. Go to **Project > Project Settings > Plugins**\n5. Enable \"Godot MCP Native\" plugin\n\n## 🔧 Usage\n\n### Enabling the Plugin\n1. Open **Project > Project Settings > Plugins**\n2. Locate \"Godot MCP Native\" in the list\n3. Set the status to **Enable**\n\n### Configuring MCP Server\nThe plugin provides two transport modes:\n\n#### HTTP Mode (for remote access)\n- Best for: Network-based AI integration\n- Configuration: Set `transport_mode = \"http\"` and configure `http_port` (default: 9080)\n- Optional: Enable `auth_enabled` and set `auth_token` for security\n\n### Connecting with Claude Desktop\n\nFirst, install the `mcp-remote` package:\n```bash\nnpm install mcp-remote\n```\n\n#### HTTP Mode Configuration\n```json\n{\n  \"mcpServers\": {\n    \"godot-mcp\": {\n      \"command\": \"npx\",\n      \"args\": [\n        \"mcp-remote\",\n        \"http:\u002F\u002Flocalhost:19080\u002Fmcp\"\n      ]\n    }\n  }\n}\n```\n\n### Connecting with Cursor \u002F Trae\n\n#### HTTP Mode Configuration\n```json\n{\n  \"mcpServers\": {\n    \"godot-mcp\": {\n      \"url\": \"http:\u002F\u002Flocalhost:9080\u002Fmcp\"\n    }\n  }\n}\n```\n\nWith authentication:\n```json\n{\n  \"mcpServers\": {\n    \"godot-mcp\": {\n      \"url\": \"http:\u002F\u002Flocalhost:9080\u002Fmcp\",\n      \"headers\": {\n        \"Authorization\": \"Bearer your-secret-token-here\"\n      }\n    }\n  }\n}\n```\n\n### Connecting with Cline\n\n#### HTTP Mode Configuration\n\n```json\n{\n  \"mcpServers\": {\n    \"godot-mcp\": {\n      \"url\": \"http:\u002F\u002Flocalhost:9080\u002Fmcp\",\n      \"type\": \"streamableHttp\",\n      \"disabled\": false,\n      \"autoApprove\": []\n    }\n  }\n}\n```\n\n### Connecting with OpenCode\n\n#### HTTP Mode Configuration\n\n```json\n{\n  \"mcp\": {\n    \"godot-mcp\": {\n      \"type\": \"remote\",\n      \"url\": \"http:\u002F\u002Flocalhost:9080\u002Fmcp\"\n    }\n  }\n}\n```\n\n### Connecting with Codex\n\n#### HTTP Mode Configuration\n\n```toml\n[mcp_servers]\n\n[mcp_servers.godot-mcp]\ntype = \"streamableHttp\"\nurl = \"http:\u002F\u002Flocalhost:19080\u002Fmcp\"\n```\n\n## 💬 Example Prompts\n\nOnce connected, you can interact with your Godot project through Claude:\n\n```\n@mcp godot-mcp read godot:\u002F\u002Fscript\u002Fcurrent\n\nI need help optimizing my player movement code. Can you suggest improvements?\n```\n\n```\n@mcp godot-mcp get-scene-tree\n\nAdd a cube in the middle of the scene and create a camera that looks at it.\n```\n\n```\nCreate a main menu with Play, Options, and Quit buttons\n```\n\n```\nImplement a day\u002Fnight cycle system with dynamic lighting\n```\n\n## 📚 Available Commands\n\n### Node-Write (6)\n- `create-node` - Create a new node\n- `delete-node` - Delete a node\n- `update-node-property` - Update node properties\n- `duplicate-node` - Duplicate a node and its children\n- `move-node` - Move a node to a new parent\n- `rename-node` - Rename a node in the scene\n\n### Node-Read (3)\n- `get-scene-tree` - Get scene tree structure\n- `get-node-properties` - Get properties of a specific node\n- `list-nodes` - List nodes under a parent\n\n### Node-Write-Advanced (5)\n- `set-anchor-preset` - Set anchor preset for Control nodes\n- `connect-signal` - Connect a signal between nodes\n- `disconnect-signal` - Disconnect a signal connection\n- `set-node-groups` - Set group memberships for a node\n- `add-resource` - Add a resource child node (collision shape, mesh, etc.)\n\n### Node-Advanced (6)\n- `get-node-groups` - Get groups a node belongs to\n- `find-nodes-in-group` - Find all nodes in a specific group\n- `batch-update-node-properties` - Batch update multiple node properties in one UndoRedo action\n- `batch-scene-node-edits` - Apply batch scene node create\u002Fdelete\u002Fmove edits in one UndoRedo action\n- `audit-scene-node-persistence` - Audit node owner and persistence state for the scene\n- `audit-scene-inheritance` - Audit inherited\u002Finstanced scene structure\n\n### Script (7)\n- `list-project-scripts` - List all scripts\n- `read-script` - Read a specific script\n- `modify-script` - Update script content\n- `create-script` - Create a new script\n- `get-current-script` - Get currently editing script\n- `attach-script` - Attach an existing script to a node\n- `execute-script` - Execute GDScript expression\n\n### Script-Advanced (8)\n- `analyze-script` - Analyze script structure\n- `validate-script` - Validate GDScript syntax\n- `search-in-files` - Search project files\n- `list-project-script-symbols` - Index script symbols across GDScript and C# files\n- `find-script-symbol-definition` - Find definition locations for a script symbol\n- `find-script-symbol-references` - Find textual references to a script symbol\n- `rename-script-symbol` - Rename a script symbol across project files\n- `open-script-at-line` - Open a script at a specific line in the editor\n\n### Scene (4)\n- `create-scene` - Create a new scene\n- `save-scene` - Save current scene\n- `open-scene` - Open a scene\n- `get-current-scene` - Get current scene info\n\n### Scene-Advanced (4)\n- `list-project-scenes` - List all scenes\n- `get-scene-structure` - Get scene structure details\n- `list-open-scenes` - List currently open scene tabs\n- `close-scene-tab` - Close a scene tab\n\n### Editor (4)\n- `get-editor-state` - Get current editor state\n- `run-project` - Run the project\n- `stop-project` - Stop the running project\n- `execute-editor-script` - Execute GDScript script\n\n### Editor-Advanced (12)\n- `get-selected-nodes` - Get selected nodes\n- `set-editor-setting` - Modify editor settings\n- `get-editor-screenshot` - Capture an editor viewport screenshot\n- `get-signals` - Inspect node signals and connections\n- `reload-project` - Rescan the project filesystem\n- `select-node` - Select a node in the scene and focus in Inspector\n- `select-file` - Select a file in the FileSystem dock\n- `get-inspector-properties` - Inspect node\u002Fresource properties like the Inspector\n- `list-export-presets` - List export presets\n- `inspect-export-templates` - Inspect installed export templates\n- `validate-export-preset` - Validate an export preset\n- `run-export` - Run a Godot CLI export\n\n### Debug (3 core + 66 advanced)\n- `get-editor-logs` - Get editor\u002Fruntime logs\n- `debug-print` - Print debug info\n- `clear-output` - Clear MCP\u002Feditor output buffers\n- `get-performance-metrics` - Get performance data\n- `get-debugger-sessions` - List editor debugger sessions and active\u002Fbreak state\n- `set-debugger-breakpoint` - Enable or disable debugger breakpoints\n- `send-debugger-message` - Send custom messages to the running game debugger\n- `toggle-debugger-profiler` - Toggle EngineProfiler channels in active sessions\n- `get-debugger-messages` - Read custom runtime messages captured by the bridge\n- `add-debugger-capture-prefix` - Capture additional EngineDebugger message prefixes\n- `get-debug-stack-frames` - Read captured script stack frames from a breaked session\n- `get-debug-stack-variables` - Read locals, members, and globals for a captured stack frame\n- `install-runtime-probe` - Add the MCP runtime probe node to the current scene\n- `remove-runtime-probe` - Remove the MCP runtime probe node from the current scene\n- `request-debug-break` - Ask the runtime probe to enter Godot's debug break loop\n- `send-debug-command` - Send step\u002Fnext\u002Fout\u002Fcontinue\u002Fstack debugger commands to breaked sessions\n- `get-runtime-info` - Query runtime metrics (FPS, node count, etc.) through the probe\n- `get-runtime-scene-tree` - Read the live runtime scene tree from the running game\n- `inspect-runtime-node` - Inspect a live runtime node and its serializable properties\n- `update-runtime-node-property` - Modify a property on a live runtime node\n- `call-runtime-node-method` - Call a method on a live runtime node\n- `evaluate-runtime-expression` - Evaluate a GDScript expression in the running game\n- `await-runtime-condition` - Poll a runtime expression until truthy or timeout\n- `assert-runtime-condition` - Assert a runtime expression becomes truthy within timeout\n- `get-debug-threads` - Return DAP-style debugger threads\n- `get-debug-state-events` - Read recorded debugger state transitions\n- `get-debug-output` - Read categorized runtime debugger output\n- `get-debug-scopes` - Group stack variables into DAP-like scopes\n- `get-debug-variables` - Resolve DAP-style variable references\n- `expand-debug-variable` - Expand a debug variable by scope and path\n- `evaluate-debug-expression` - Evaluate an expression in debugger context\n- `debug-step-into` \u002F `debug-step-over` \u002F `debug-step-out` \u002F `debug-continue` - Debug execution control\n- `debug-step-into-and-wait` \u002F `debug-step-over-and-wait` \u002F `debug-step-out-and-wait` \u002F `debug-continue-and-wait` - Debug execution with state wait\n- `await-debugger-state` - Check debugger session execution state\n- `get-runtime-performance-snapshot` - Capture runtime performance snapshot\n- `get-runtime-memory-trend` - Capture runtime memory trend\n- `create-runtime-node` - Create a node in the running game\n- `delete-runtime-node` - Delete a node from the running game\n- `simulate-runtime-input-event` - Inject structured InputEvent\n- `simulate-runtime-input-action` - Inject InputEventAction\n- `list-runtime-input-actions` - List runtime InputMap actions\n- `upsert-runtime-input-action` - Create\u002Fupdate a runtime InputMap action\n- `remove-runtime-input-action` - Remove a runtime InputMap action\n- `list-runtime-animations` - List animations on a runtime AnimationPlayer\n- `play-runtime-animation` - Play a runtime animation\n- `stop-runtime-animation` - Stop a runtime animation\n- `get-runtime-animation-state` - Get runtime animation playback state\n- `get-runtime-animation-tree-state` - Get runtime AnimationTree state\n- `set-runtime-animation-tree-active` - Enable\u002Fdisable runtime AnimationTree\n- `travel-runtime-animation-tree` - Travel runtime animation state machine\n- `get-runtime-material-state` - Resolve runtime node material binding\n- `get-runtime-theme-item` - Resolve runtime Control theme item\n- `set-runtime-theme-override` - Apply runtime theme override\n- `clear-runtime-theme-override` - Remove runtime theme override\n- `get-runtime-shader-parameters` - List runtime shader parameters\n- `set-runtime-shader-parameter` - Update runtime shader uniform\n- `list-runtime-tilemap-layers` - List runtime TileMap layers\n- `get-runtime-tilemap-cell` - Get runtime TileMap cell data\n- `set-runtime-tilemap-cell` - Write\u002Ferase runtime TileMap cell\n- `list-runtime-audio-buses` - List runtime audio buses\n- `get-runtime-audio-bus` - Get runtime audio bus state\n- `update-runtime-audio-bus` - Update runtime audio bus\n- `get-runtime-screenshot` - Capture runtime viewport screenshot\n\n### Project (3 core + 23 advanced)\n- `get-project-info` - Get project information\n- `get-project-settings` - Get project settings\n- `list-project-resources` - List project resources\n- `create-resource` - Create a new resource\n- `get-project-structure` - Get project directory structure\n- `list-project-tests` - Discover and list runnable project tests\n- `run-project-test` - Run a single project test\n- `run-project-tests` - Run multiple project tests\n- `list-project-input-actions` - List project InputMap actions\n- `upsert-project-input-action` - Create or update a project InputMap action\n- `remove-project-input-action` - Remove a project InputMap action\n- `list-project-autoloads` - List project autoload entries\n- `list-project-global-classes` - List project global script classes\n- `get-class-api-metadata` - Get ClassDB or global class API metadata\n- `inspect-csharp-project-support` - Inspect C# project support files\n- `compare-render-screenshots` - Compare two screenshots for pixel differences\n- `inspect-tileset-resource` - Inspect a TileSet resource\n- `reimport-resources` - Reimport resources through the import pipeline\n- `get-import-metadata` - Get resource import metadata\n- `get-resource-uid-info` - Inspect ResourceUID mappings\n- `fix-resource-uid` - Ensure a resource has a persisted UID\n- `get-resource-dependencies` - List resource dependencies\n- `scan-missing-resource-dependencies` - Find broken dependency references\n- `scan-cyclic-resource-dependencies` - Find cyclic dependency chains\n- `detect-broken-scripts` - Scan scripts for syntax errors\n- `audit-project-health` - Run a project health audit\n\n## 🔒 Security Recommendations\n\n- ✅ **Production**: Always enable authentication (`auth_enabled = true`)\n- ✅ **Token**: Use a strong token (≥16 characters with letters, numbers, special characters)\n- ✅ **Storage**: Don't commit tokens to version control\n- ⚠️ **Remote Access**: Use HTTPS (TLS\u002FSSL) for network access\n\n## 📋 Requirements\n\n- Godot Engine 4.x (recommended 4.5 or higher)\n- No additional dependencies (native implementation)\n\n## 📖 Documentation\n\nFor detailed documentation, see the `docs\u002Fcurrent\u002F` folder:\n- [Quick Start Guide](docs\u002Fcurrent\u002Fquickstart.md)\n- [Architecture Design](docs\u002Fcurrent\u002Farchitecture.md)\n- [Tools Reference](docs\u002Fcurrent\u002Ftools-reference.md)\n- [Testing Guide](docs\u002Fcurrent\u002Ftesting-guide.md)\n\n## 🤝 Contributing\n\nContributions are welcome! Please feel free to submit a Pull Request.\n\n## 📄 License\n\nThis project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.\n\n## 👤 Author\n\n**yurineko73**\n\n## 🙏 Acknowledgments\n\n- Godot Engine team for the amazing game engine\n- Model Context Protocol (MCP) specification\n- Claude AI by Anthropic for inspiring this integration\n\n---\n\n**Note**: This is a community plugin and is not officially affiliated with Godot Engine or Anthropic.\n","Godot MCP Native 是一个支持 Godot 开源引擎的 MCP 插件，能够实现 AI 助手（如 Claude）通过 Model Context Protocol (MCP) 与 Godot 项目进行交互。该插件使用 Godot 原生 HTTP 实现 MCPServer，无需额外安装依赖，开箱即用，并且支持多种 AI 工具调用。其核心功能包括全项目访问、实时编辑以及丰富的工具集，涵盖节点、脚本、场景和调试等各个方面。适用于需要利用自然语言处理技术来辅助游戏开发或提升工作效率的场景，特别适合那些希望通过 AI 来优化 Godot 项目结构、内容创作及问题诊断的游戏开发者。",2,"2026-06-11 03:55:15","CREATED_QUERY"]