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v3.0.0 — .NET/C# support, GDScript validation, 157 tools

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@tugcantopaloglu tugcantopaloglu released this 10 Jul 13:51

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_project accepts dotnet: true to scaffold a Godot .NET project: a .csproj whose Godot.NET.Sdk version is matched to your installed Godot, plus the "C#" feature flag and an explicit assembly_name.
  • New create_csharp_script tool generates idiomatic Godot 4 C# (partial class, correct _Ready/_Process/_PhysicsProcess override signatures), keeping the class name in sync with the file name so Godot can attach it.
  • get_project_info now reports an isDotnet field.

GDScript diagnostics

  • New validate_script: check a single .gd file for syntax and type errors headlessly (no game run), returning structured { valid, errors: [{ message, file, line }] }.
  • New validate_scripts: batch-validate all git-changed .gd files (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_structure move/duplicate actually reparent/duplicate in-engine; add_node applies 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_property no longer crashes the channel on a type mismatch; game_wait supports physics-tick timing; several silent no-op writes were fixed; interaction-server injection is idempotent (no git churn) and can be confined via GODOT_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.