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io.github.HaD0Yun/gopeak

NPM · GOPEAK

GoPeak — The most comprehensive MCP server for Godot Engine. 95+ tools, LSP, DAP, screenshots.

Available components

0 this week 71 Trust /100

Last scanned (19 hours ago)

Scores higher than 40% of npm servers

Category Developer Tools

Trust breakdown (7 categories)

How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score → Why this is hard to score →

Supply Chain Security81
  • No malware found by supply-chain analysis.Pass
  • CVE check failed: a known high-severity CVE affects @modelcontextprotocol/sdk 0.6.0, a direct dependency. A fixed version is available. View diagnostics → Fail
  • No install/post-install scripts declared.Pass
  • 14 of 45 dependencies flagged as unhealthy. View diagnostics → Partial
Provenance & Transparency23
Schema Quality & AI Usability84
  • 100% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Pass
  • AI-judged instruction clarity (good).Pass
  • Context-footprint check failed: tool/resource definitions use about 10450 tokens (~108/item across 96 items; 95 tools + 1 resources), over budget; trim descriptions and params. See how to fix → Fail
  • Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management100
  • No destabilizing schema changes in the last 30 days.Pass
Tool Coverage100
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 100% of tool parameters carry a description.Pass
Tool Safety75
  • No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
  • 0 of 5 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation; "stop_project" implies "terminate" and declares no destructiveHint at all, which the MCP spec reads as destructive by default. See how to fix → Fail
  • An AI judge read all 96 captured unit(s) of tool text and found none that tries to manipulate the model reading it.Pass
Capabilities20
  • Spec-recency check failed: implements MCP spec 2024-11-05; the latest is 2026-07-28. See how to fix → Fail
Changelog

Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.

  • 3 Nov 26 0
    • Stability: 0.97 → pass security
  • 2 Nov 26 0
    • Stability: pass → 0.97 functional
  • 31 Oct 26 0
    • Security disclosure: unverified → pass ▲ functional
  • 29 Oct 26 0
    • Security disclosure: pass → unverified ▼ functional
  • 24 Oct 26 0
    • CVE-2023-54404 affects this package: high ▼ security
  • 21 Oct 26 +1
    • CVE-2026-111769 affects this package: high ▼ security
    • Stability: 0.97 → pass security
    • Security disclosure: unverified → pass ▲ functional
  • 20 Oct 26 −1
    • Security disclosure: pass → unverified ▼ functional
    • Stability: pass → 0.97 functional
  • 18 Oct 26 0
    • Security disclosure: unverified → pass ▲ functional
Diagnostics

Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.

Captured 4 Nov 2026 · Analysed npm/gopeak@2.0.1

Provenance No attestation

The registry publishes no build provenance for this version, so there is nothing to verify.

Result No attestation
Ecosystem npm

Background: How many MCP packages publish verified provenance →

Vulnerabilities 3 findings
ID CVE Severity Vector Fix available
GHSA-6prh-2h8m-c8cw CVE-2026-111769 medium CVSS:3.1/AV:N/AC:H/PR:N/UI:N/S:U/C:H/I:L/A:N yes
GHSA-w48q-cv73-mx4w CVE-2025-66414 high yes
GHSA-mrhx-c7xc-m3w5 CVE-2023-54404 high CVSS:3.1/AV:N/AC:L/PR:N/UI:N/S:U/C:N/I:N/A:H yes

Background: What a vulnerability scan can and cannot prove →

Dependencies 45 packages
Packages resolved 45
Stale 14
Tree resolution Complete

Background: SBOMs and build attestations, explained →

MCP tools · 95 exposed · ~10,434 tokens

The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability. A tool's description is untrusted text the model reads on every call, which is what makes this list a security surface and not just an inventory: how tool poisoning works →

Tool Tokens
add_animation_state ~121

Add a state to an AnimationTree state machine

NameTypeReqDescription
animTreePathstringyesPath to AnimationTree node
animationNamestringyesAnimation to play in this state
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to the scene file
stateMachinePathstring–Path within tree to state machine (default: root)
stateNamestringyesName for the state

No output schema declared.

No examples provided.

add_animation_track ~174

Adds a property or method track to an animation. Prerequisite: animation must exist (use create_animation first). Use to animate position, rotation, color, or call methods at specific times. Keyframes define values over time.

NameTypeReqDescription
animationNamestringyesName of existing animation to add track to (e.g., "walk", "idle")
playerNodePathstringyesPath to AnimationPlayer node in scene (e.g., ".", "Player/AnimationPlayer")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to .tscn file relative to project (e.g., "scenes/Player.tscn")
trackobjectyesTrack configuration

No output schema declared.

No examples provided.

add_autoload ~140

Registers a script/scene as an autoload singleton. Use for global managers (GameManager, AudioManager, etc.). Loads automatically on game start.

NameTypeReqDescription
enabledboolean–If true (default), autoload is active. Set false to temporarily disable.
namestringyesSingleton name for global access (e.g., "GameManager", "EventBus")
pathstringyesPath to .gd or .tscn file (e.g., "autoload/game_manager.gd")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

add_input_action ~155

Registers a new input action in project.godot InputMap. Use to set up keyboard, mouse, or gamepad controls for player actions like jump, move, attack.

NameTypeReqDescription
actionNamestringyesAction name used in code (e.g., "jump", "move_left", "attack")
deadzonenumber–Analog stick deadzone (0-1). Default: 0.5
eventsarrayyesArray of input events - each with type (key/mouse_button/joypad_button/joypad_axis) and binding details
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

add_node ~284

Adds ANY node type to an existing scene. This is the universal node creation tool — replaces all specialized create_* node tools. Supports ALL ClassDB node types (Camera3D, DirectionalLight3D, AudioStreamPlayer, HTTPRequest, RayCast3D, etc.). Set any property via the properties parameter with type conversion support (Vector2, Vector3, Color, etc.). Use query_classes to discover available node types. Use query_class_info to discover available properties for a type.

NameTypeReqDescription
nodeNamestringyesName for the new node (will be unique identifier in scene tree)
nodeTypestringyesGodot node class name (e.g., "Sprite2D", "CollisionShape2D", "CharacterBody2D"). Must be valid Godot 4 class.
parentNodePathstring–Node path within scene (e.g., "." for root, "Player" for direct child, "Player/Sprite2D" for nested)
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
propertiesstring–Optional properties to set on the node (as JSON string)
scenePathstringyesPath to .tscn file relative to project (e.g., "scenes/Player.tscn")

No output schema declared.

No examples provided.

apply_theme_shader ~113

Generate and apply theme-appropriate shader to a material in a scene

NameTypeReqDescription
effectstring–Special effect to add (default: none)
nodePathstringyesPath to MeshInstance3D or Sprite node
projectPathstringyesPath to the Godot project directory
scenePathstringyesPath to the scene file (relative to project)
shaderParamsstring–Optional JSON string with custom shader parameters
themestringyesVisual theme to apply

No output schema declared.

No examples provided.

call_runtime_method ~78

Call a method on a node in a running Godot instance

NameTypeReqDescription
argsarray–Arguments to pass to the method (as JSON strings)
methodstringyesMethod name to call
nodePathstringyesPath to the target node
projectPathstringyesPath to the Godot project directory

No output schema declared.

No examples provided.

capture_screenshot ~86

Capture a screenshot of the running Godot game viewport. Requires the runtime addon to be active (game must be running with the MCP runtime autoload).

NameTypeReqDescription
formatstring–Image format (default: png)
heightnumber–Target height in pixels (default: current viewport height)
widthnumber–Target width in pixels (default: current viewport width)

No output schema declared.

No examples provided.

capture_viewport ~80

Capture a viewport texture as base64 image from the running Godot game. Similar to capture_screenshot but captures a specific viewport by path.

NameTypeReqDescription
heightnumber–Target height in pixels
viewportPathstring–NodePath to the target Viewport node (default: root viewport)
widthnumber–Target width in pixels

No output schema declared.

No examples provided.

connect_animation_states ~120

Connect two states with a transition

NameTypeReqDescription
advanceConditionstring–Condition parameter name for auto-advance
animTreePathstringyesPath to AnimationTree node
fromStatestringyesSource state name
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to the scene file
toStatestringyesTarget state name
transitionTypestring–Transition type

No output schema declared.

No examples provided.

connect_signal ~236

Creates a signal connection between nodes in a scene. Prerequisite: source and target nodes must exist. Use to wire up button clicks, collision events, custom signals. Saved to scene file.

NameTypeReqDescription
flagsnumber–Optional: connection flags (0=default, 1=deferred, 2=persist, 4=one_shot)
methodNamestringyesMethod to call on target (e.g., "_on_start_pressed", "take_damage")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to .tscn file (e.g., "scenes/ui/menu.tscn")
signalNamestringyesSignal name (e.g., "pressed", "body_entered", "health_changed")
sourceNodePathstringyesEmitting node path (e.g., "StartButton", "Player/Area2D")
targetNodePathstringyesReceiving node path (e.g., ".", "Player", "../GameManager")

No output schema declared.

No examples provided.

create_animation ~227

Creates a new animation in an AnimationPlayer. Prerequisite: AnimationPlayer node must exist in scene (use add_node first). Use to set up character animations, UI transitions, or cutscenes. Supports loop modes: none, linear, pingpong.

NameTypeReqDescription
animationNamestringyesName for new animation (e.g., "walk", "idle", "attack")
lengthnumber–Duration of the animation in seconds (default: 1.0)
loopModestring–Loop mode for the animation (default: "none")
playerNodePathstringyesPath to AnimationPlayer node in scene (e.g., ".", "Player/AnimationPlayer")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to .tscn file relative to project (e.g., "scenes/Player.tscn")
stepnumber–Keyframe snap step in seconds (default: 0.1)

No output schema declared.

No examples provided.

create_animation_tree ~115

Create an AnimationTree node linked to an AnimationPlayer

NameTypeReqDescription
animPlayerPathstringyesPath to AnimationPlayer node (relative to parent)
nodeNamestringyesName for AnimationTree
parentPathstringyesParent node path
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
rootTypestring–Root node type
scenePathstringyesPath to the scene file

No output schema declared.

No examples provided.

create_audio_bus ~109

Creates a new audio bus for mixing. Use to set up separate volume controls for music, SFX, voice, etc.

NameTypeReqDescription
busNamestringyesName for the audio bus (e.g., "Music", "SFX", "Voice")
parentBusIndexnumber–Parent bus index. Default: 0 (Master)
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

create_material ~215

Creates a material resource for 3D/2D rendering. Types: StandardMaterial3D (PBR), ShaderMaterial (custom), CanvasItemMaterial (2D), ParticleProcessMaterial (particles).

NameTypeReqDescription
materialPathstringyesPath for new material file relative to project (e.g., "materials/player.tres")
materialTypestringyesMaterial type: StandardMaterial3D (3D PBR), ShaderMaterial (custom shader), CanvasItemMaterial (2D), ParticleProcessMaterial (particles)
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
propertiesstring–Optional: JSON object of properties (e.g., {"albedo_color": [1, 0, 0, 1], "metallic": 0.8})
shaderstring–Optional for ShaderMaterial: path to .gdshader file (e.g., "shaders/outline.gdshader")

No output schema declared.

No examples provided.

create_navigation_agent ~154

Creates a NavigationAgent for AI pathfinding. Use for enemies, NPCs that need to navigate around obstacles.

NameTypeReqDescription
is3Dboolean–If true, creates NavigationAgent3D. Default: false
nodeNamestringyesNode name (e.g., "NavAgent")
parentPathstringyesParent node path (usually the character)
pathDesiredDistancenumber–Distance to consider waypoint reached
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to scene file
targetDesiredDistancenumber–Distance to consider target reached

No output schema declared.

No examples provided.

create_navigation_region ~119

Creates a NavigationRegion for pathfinding. Use to define walkable areas for AI navigation.

NameTypeReqDescription
is3Dboolean–If true, creates NavigationRegion3D. Default: false
nodeNamestringyesNode name (e.g., "WalkableArea")
parentPathstringyesParent node path
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to scene file

No output schema declared.

No examples provided.

create_resource ~221

Creates ANY resource type as a .tres file. This is the universal resource creation tool — replaces all specialized create_* resource tools (PhysicsMaterial, Environment, Theme, etc.). Supports ALL ClassDB resource types. Set any property via the properties parameter with type conversion support. Use query_classes with category "resource" to discover available resource types. Use query_class_info to discover available properties.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
propertiesstring–Optional: JSON object of properties to set (e.g., {"value": 100})
resourcePathstringyesPath for new .tres file relative to project (e.g., "resources/items/sword.tres")
resourceTypestringyesResource class name (e.g., "Resource", "CurveTexture", "GradientTexture2D")
scriptstring–Optional: path to custom Resource script (e.g., "scripts/resources/item_data.gd")

No output schema declared.

No examples provided.

create_scene ~166

Creates a new Godot scene file (.tscn) with a specified root node type. Use to start building new game levels, UI screens, or reusable components. The scene is saved automatically after creation.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
rootNodeTypestring–Godot node class for root (e.g., "Node2D" for 2D games, "Node3D" for 3D, "Control" for UI). Default: "Node"
scenePathstringyesPath for new scene file relative to project (e.g., "scenes/Player.tscn", "levels/Level1.tscn")

No output schema declared.

No examples provided.

create_script ~217

Creates a new GDScript (.gd) file with optional templates. Use to generate scripts for game logic. Templates: "singleton" (autoload), "state_machine" (FSM), "component" (modular), "resource" (custom Resource).

NameTypeReqDescription
classNamestring–Optional: class_name for global access (e.g., "Player", "GameManager")
contentstring–Optional: initial script content to add after class declaration
extendsstring–Base class to extend (e.g., "Node", "CharacterBody2D", "Resource"). Default: "Node"
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scriptPathstringyesPath for new script relative to project (e.g., "scripts/player.gd", "autoload/game_manager.gd")
templatestring–Optional: template name - "singleton", "state_machine", "component", "resource"

No output schema declared.

No examples provided.

create_shader ~179

Creates a shader file (.gdshader) with optional templates. Types: canvas_item (2D), spatial (3D), particles, sky, fog. Templates: basic, color_shift, outline.

NameTypeReqDescription
codestring–Optional: custom shader code. If omitted, uses template or generates basic shader.
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
shaderPathstringyesPath for new .gdshader file relative to project (e.g., "shaders/outline.gdshader")
shaderTypestringyesShader type: canvas_item (2D/UI), spatial (3D), particles, sky, fog
templatestring–Optional: predefined template - "basic", "color_shift", "outline"

No output schema declared.

No examples provided.

create_tileset ~117

Creates a TileSet resource from texture atlases. Use for 2D tilemaps in platformers, RPGs, etc. Supports multiple atlas sources.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
sourcesarrayyesArray of atlas sources, each with texture path and tileSize {x, y}
tilesetPathstringyesOutput path for TileSet (e.g., "resources/world_tiles.tres")

No output schema declared.

No examples provided.

dap_continue ~16

Continue execution after a breakpoint or pause

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

dap_get_output ~19

Get captured Godot DAP console output lines

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

dap_get_stack_trace ~21

Get the current stack trace from the Godot debugger

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

dap_pause ~18

Pause execution of the running Godot debug target

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

dap_remove_breakpoint ~49

Remove a breakpoint in a Godot script at a specific line

NameTypeReqDescription
linenumberyes1-based line number
scriptPathstringyesAbsolute or project-relative script path

No output schema declared.

No examples provided.

dap_set_breakpoint ~49

Set a breakpoint in a Godot script at a specific line

NameTypeReqDescription
linenumberyes1-based line number
scriptPathstringyesAbsolute or project-relative script path

No output schema declared.

No examples provided.

dap_step_over ~18

Step over the current line in the debugger

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

delete_node ~150

Removes a node and all its children from a scene. Use to clean up unused nodes. Cannot delete root node. Scene is saved automatically unless saveScene=false.

NameTypeReqDescription
nodePathstringyesPath to node to delete (e.g., "Player/OldSprite", "Enemies/Enemy1")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
saveSceneboolean–If true (default), saves scene after deletion. Set false for batch operations.
scenePathstringyesPath to .tscn file relative to project (e.g., "scenes/Player.tscn")

No output schema declared.

No examples provided.

disable_plugin ~86

Disables a plugin in the project. Updates project.godot automatically. Plugin files remain in addons/ folder.

NameTypeReqDescription
pluginNamestringyesPlugin folder name in addons/ (e.g., "dialogue_manager", "scatter")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

disconnect_signal ~155

Removes a signal connection from a scene. Use to clean up unused connections or rewire logic.

NameTypeReqDescription
methodNamestringyesConnected method name (e.g., "_on_start_pressed")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to .tscn file (e.g., "scenes/ui/menu.tscn")
signalNamestringyesSignal name (e.g., "pressed")
sourceNodePathstringyesEmitting node path (e.g., "StartButton")
targetNodePathstringyesReceiving node path (e.g., ".")

No output schema declared.

No examples provided.

duplicate_node ~197

Creates a copy of a node with all its properties and children. Use to replicate enemies, UI elements, or any repeated structures. Scene is saved automatically unless saveScene=false.

NameTypeReqDescription
newNamestringyesName for the new duplicated node (e.g., "Enemy2", "ButtonCopy")
nodePathstringyesPath to node to duplicate (e.g., "Enemies/Enemy", "UI/Button")
parentPathstring–Optional: Different parent path. If omitted, uses same parent as original.
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
saveSceneboolean–If true (default), saves scene after duplication. Set false for batch operations.
scenePathstringyesPath to .tscn file relative to project (e.g., "scenes/Level.tscn")

No output schema declared.

No examples provided.

enable_plugin ~87

Enables a plugin from addons/ folder. Updates project.godot automatically. Use list_plugins first to see available plugins.

NameTypeReqDescription
pluginNamestringyesPlugin folder name in addons/ (e.g., "dialogue_manager", "scatter")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

export_project ~138

Exports the project to a distributable format. Use to build final game executables. Requires export templates installed.

NameTypeReqDescription
debugboolean–If true, exports debug build. Default: false (release)
outputPathstringyesDestination path for exported file (e.g., "builds/game.exe", "builds/game.x86_64")
presetstringyesExport preset name from export_presets.cfg (e.g., "Windows Desktop", "Linux/X11")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

fetch_asset ~118

Download a CC0 asset from any supported source (Poly Haven, AmbientCG, Kenney) to your Godot project.

NameTypeReqDescription
assetIdstringyesAsset ID from search results
projectPathstringyesPath to the Godot project directory
providerstringyesSource provider for the asset
resolutionstring–Resolution for download (default: 2k, only for PolyHaven/AmbientCG)
targetFolderstring–Target folder for download (default: downloaded_assets/<provider>)

No output schema declared.

No examples provided.

find_resource_usages ~104

Finds all files that reference a resource. Use before deleting or renaming to avoid breaking references.

NameTypeReqDescription
fileTypesarray–File types to search. Default: ["tscn", "tres", "gd"]
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
resourcePathstringyesResource to search for (e.g., "textures/player.png")

No output schema declared.

No examples provided.

get_audio_buses ~55

Lists all audio buses and their configuration. Use to check current audio setup.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

get_debug_output ~60

Retrieves console output and errors from the currently running Godot project. Use after run_project to check logs, errors, and print statements. Returns empty if no project is running.

NameTypeReqDescription
reasonstringyesBrief explanation of why you are calling this tool

No output schema declared.

No examples provided.

get_dependencies ~132

Analyzes resource dependencies and detects circular references. Use to understand what a scene/script depends on before refactoring.

NameTypeReqDescription
depthnumber–How deep to traverse dependencies. -1 for unlimited. Default: -1
includeBuiltinboolean–If true, includes Godot built-in resources. Default: false
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
resourcePathstringyesPath to analyze (e.g., "scenes/player.tscn", "scripts/game.gd")

No output schema declared.

No examples provided.

get_godot_version ~72

Returns the installed Godot engine version string. Use to check compatibility (e.g., Godot 4.4+ features like UID). Returns version like "4.3.stable" or "4.4.dev".

NameTypeReqDescription
reasonstringyesBrief explanation of why you are calling this tool

No output schema declared.

No examples provided.

get_import_options ~86

Returns current import settings for a resource. Use to check compression, mipmaps, filter settings before modifying.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
resourcePathstringyesPath to resource file (e.g., "textures/player.png", "audio/music.ogg")

No output schema declared.

No examples provided.

get_import_status ~114

Returns import status for project resources. Use to find outdated or failed imports. Shows which resources need reimporting.

NameTypeReqDescription
includeUpToDateboolean–If true, includes already-imported resources. Default: false (only pending)
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
resourcePathstring–Optional: specific resource path (e.g., "textures/player.png"). If omitted, returns all.

No output schema declared.

No examples provided.

get_node_properties ~148

Returns all properties of a specific node in a scene. Use to inspect current values before modifying. Returns property names, values, and types.

NameTypeReqDescription
includeDefaultsboolean–If true, includes properties with default values. If false (default), only modified properties.
nodePathstringyesPath to node within scene (e.g., ".", "Player", "Player/Sprite2D")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to .tscn file relative to project (e.g., "scenes/Player.tscn")

No output schema declared.

No examples provided.

get_project_health ~80

Generates a health report with scoring for project quality. Checks for unused resources, script errors, missing references, etc.

NameTypeReqDescription
includeDetailsboolean–If true (default), includes detailed breakdown per category
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

get_project_info ~76

Returns metadata about a Godot project including name, version, main scene, autoloads, and directory structure. Use to understand project before modifying. Requires valid project.godot.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

get_project_setting ~97

Reads a value from project.godot settings. Use to check game name, window size, physics settings, etc.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
settingstringyesSetting path (e.g., "application/config/name", "display/window/size/width", "physics/2d/default_gravity")

No output schema declared.

No examples provided.

get_runtime_metrics ~49

Get performance metrics from a running Godot instance

NameTypeReqDescription
metricsarray–Specific metrics to retrieve (default: all)
projectPathstringyesPath to the Godot project directory

No output schema declared.

No examples provided.

get_runtime_status ~60

Checks if a Godot game instance is running and connected for live debugging. Use before other runtime tools.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.

No output schema declared.

No examples provided.

get_script_info ~121

Analyzes a GDScript and returns its structure: functions, variables, signals, class_name, extends. Use before modify_script to understand existing code.

NameTypeReqDescription
includeInheritedboolean–If true, includes members from parent classes. Default: false (only script-defined members).
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scriptPathstringyesPath to .gd file relative to project (e.g., "scripts/player.gd")

No output schema declared.

No examples provided.

Install

How do I install the io.github.HaD0Yun/gopeak MCP server?

io.github.HaD0Yun/gopeak runs locally as an npm package, launched with npx -y gopeak. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.

npm · gopeak

# add to Claude Code
claude mcp add had0yun-gopeak -- npx -y gopeak
Common questions

What is the io.github.HaD0Yun/gopeak MCP server?

io.github.HaD0Yun/gopeak is an MCP server listed in the public MCP registry as io.github.HaD0Yun/gopeak. GoPeak, The most comprehensive MCP server for Godot Engine. 95+ tools, LSP, DAP, screenshots. This page covers its npm package (gopeak).

Is the io.github.HaD0Yun/gopeak MCP server safe to use?

io.github.HaD0Yun/gopeak scores 71 out of 100 on VerifyMCP. We recorded 3 known advisories against it as of 4 November 2026. It declares no install or post-install scripts. That is a record of what we were able to check automatically, not an endorsement. The category breakdown on this page shows every signal behind the number, including the ones we could not confirm.

What tools does the io.github.HaD0Yun/gopeak MCP server expose?

io.github.HaD0Yun/gopeak exposes 95 tools: launch_editor, run_project, get_debug_output, stop_project, get_godot_version, and 90 more. Their descriptions and schemas cost roughly 10,434 tokens of context every time the server is loaded.

Is the io.github.HaD0Yun/gopeak MCP server still maintained?

io.github.HaD0Yun/gopeak is still listed as active in the MCP registry. We last reached this channel on 4 November 2026. Those dates come from our own scans of the registry and the channel itself, not from anything the publisher announced.

What licence is the io.github.HaD0Yun/gopeak MCP server under?

io.github.HaD0Yun/gopeak declares the MIT licence, which is OSI-approved. That covers the source only, and says nothing about the cost of any service it calls.