Full control of the Godot engine over MCP, now 157 tools. Requires Godot 4.4 or later; tested and working with the latest Godot 4.7.
Highlights
.NET / C# support
create_projectacceptsdotnet: trueto scaffold a Godot .NET project: a.csprojwhoseGodot.NET.Sdkversion is matched to your installed Godot, plus the"C#"feature flag and an explicitassembly_name.- New
create_csharp_scripttool generates idiomatic Godot 4 C# (partial class, correct_Ready/_Process/_PhysicsProcessoverride signatures), keeping the class name in sync with the file name so Godot can attach it. get_project_infonow reports anisDotnetfield.
GDScript diagnostics
- New
validate_script: check a single.gdfile for syntax and type errors headlessly (no game run), returning structured{ valid, errors: [{ message, file, line }] }. - New
validate_scripts: batch-validate all git-changed.gdfiles (default), the whole project, or an explicit list, so an agent can verify its edits before running.
Correctness and robustness fixes
- Headless scene ops: resource-typed properties (textures, shapes, materials, scripts) now persist via
modify_scene_node/add_node;manage_scene_structuremove/duplicate actually reparent/duplicate in-engine;add_nodeapplies Vector/Color values. - The tool scripts now survive projects that promote GDScript warnings to errors.
- Runtime interaction server: commands are correlated by request id so a slow, late, or concurrent response can no longer resolve the wrong command;
game_tween_propertyno longer crashes the channel on a type mismatch;game_waitsupports physics-tick timing; several silent no-op writes were fixed; interaction-server injection is idempotent (no git churn) and can be confined viaGODOT_MCP_ALLOWED_DIRS. - Implemented previously-advertised-but-missing tools/actions (
game_video,game_terrain, and various phantom actions).
Every change was verified end-to-end against Godot 4.7, with 453 automated tests passing.