io.github.HaD0Yun/gopeak
NPM · GOPEAK · SCANNED AUG 3
GoPeak — The most comprehensive MCP server for Godot Engine. 95+ tools, LSP, DAP, screenshots.
Available components
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 →
Supply Chain Security70
- 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
- Only part of the dependency tree could be resolved (47 of 48), so this covers what we could see, not the whole tree. View diagnostics → Partial
Provenance & Transparency19
- Repository check failed: the declared repository URL redirects; it must resolve directly. See how to fix → View diagnostics → Fail
- Provenance check failed: no build-provenance attestation is published. See how to fix → View diagnostics → Fail
- Clear OSI-approved license (MIT).Pass
- Actively maintained (last published 46 days ago).Pass
- Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
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 (excellent).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 Management27
- Stability observed for 8 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
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
Capabilities20
- Spec-recency check failed: implements MCP spec 2024-11-05; the latest is 2026-07-28. See how to fix → Fail
Add this component to your MCP client. Where a client-specific snippet is available, pick your client below and copy it straight into your config; otherwise use the connection detail shown.
npm · gopeak
claude mcp add had0yun-gopeak -- npx -y gopeak
codex mcp add had0yun-gopeak -- npx -y gopeak
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"had0yun-gopeak": {
"type": "local",
"command": [
"npx",
"-y",
"gopeak"
],
"enabled": true
}
}
} openclaw mcp add had0yun-gopeak --command npx --arg -y --arg gopeak
mcp_servers:
had0yun-gopeak:
command: "npx"
args: ["-y", "gopeak"] {
"mcpServers": {
"had0yun-gopeak": {
"command": "npx",
"args": [
"-y",
"gopeak"
]
}
}
} 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 Aug 26 +4
- Stability: unverified → 0.27 ▲ functional
- 2 Aug 26 +19
- Malware scan: unverified → pass ▲ security
- Stability: Stability not yet verified: not enough scan history yet (needs a 30-day window). security
- MCP protocol: unverified → fail ▼ functional
- Security disclosure: fail → unverified ▼ functional
- Schema quality: unverified → excellent ▲ functional
- 1 Aug 26 +13
- CVE-2025-66414 affects this package: high ▼ security
- Provenance: unverified → fail ▼ security
- Known CVEs: unverified → fail ▼ security
- Install scripts: unverified → pass ▲ security
- Maintenance: unverified → pass ▲ functional
- License: unverified → pass ▲ functional
- Dependency health: unverified → partial ▲ functional
- Licence: MIT functional
- 31 Jul 26 +3
- We updated how we score, so this day's move reflects our rubric, not a change to the server See what changed → functional
- 30 Jul 26 −28
- Schema quality: 100 → unverified ▼ functional
- Tool coverage: 100 → unverified ▼ functional
- 27 Jul 26 46
First indexed and scored.
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 3 Aug 2026 · Analysed npm/[email protected]
Provenance none
Ecosystem: npm · Outcome: none
Vulnerabilities 1 finding
| ID | CVE | Severity | Vector | Fix available |
|---|---|---|---|---|
| GHSA-w48q-cv73-mx4w | CVE-2025-66414 | high | yes |
Dependencies 47 packages
47 packages in the resolved dependency tree · 47 deprecated · 13 stale.
The dependency tree was only partially resolved, so these counts may be incomplete.
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.
add_animation_state ~121
Add a state to an AnimationTree state machine
| Name | Type | Req | Description |
|---|---|---|---|
| animTreePath | string | yes | Path to AnimationTree node |
| animationName | string | yes | Animation to play in this state |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path to the scene file |
| stateMachinePath | string | — | Path within tree to state machine (default: root) |
| stateName | string | yes | Name 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.
| Name | Type | Req | Description |
|---|---|---|---|
| animationName | string | yes | Name of existing animation to add track to (e.g., "walk", "idle") |
| playerNodePath | string | yes | Path to AnimationPlayer node in scene (e.g., ".", "Player/AnimationPlayer") |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path to .tscn file relative to project (e.g., "scenes/Player.tscn") |
| track | object | yes | Track 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.
| Name | Type | Req | Description |
|---|---|---|---|
| enabled | boolean | — | If true (default), autoload is active. Set false to temporarily disable. |
| name | string | yes | Singleton name for global access (e.g., "GameManager", "EventBus") |
| path | string | yes | Path to .gd or .tscn file (e.g., "autoload/game_manager.gd") |
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| actionName | string | yes | Action name used in code (e.g., "jump", "move_left", "attack") |
| deadzone | number | — | Analog stick deadzone (0-1). Default: 0.5 |
| events | array | yes | Array of input events - each with type (key/mouse_button/joypad_button/joypad_axis) and binding details |
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| nodeName | string | yes | Name for the new node (will be unique identifier in scene tree) |
| nodeType | string | yes | Godot node class name (e.g., "Sprite2D", "CollisionShape2D", "CharacterBody2D"). Must be valid Godot 4 class. |
| parentNodePath | string | — | Node path within scene (e.g., "." for root, "Player" for direct child, "Player/Sprite2D" for nested) |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| properties | string | — | Optional properties to set on the node (as JSON string) |
| scenePath | string | yes | Path 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
| Name | Type | Req | Description |
|---|---|---|---|
| effect | string | — | Special effect to add (default: none) |
| nodePath | string | yes | Path to MeshInstance3D or Sprite node |
| projectPath | string | yes | Path to the Godot project directory |
| scenePath | string | yes | Path to the scene file (relative to project) |
| shaderParams | string | — | Optional JSON string with custom shader parameters |
| theme | string | yes | Visual 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
| Name | Type | Req | Description |
|---|---|---|---|
| args | array | — | Arguments to pass to the method (as JSON strings) |
| method | string | yes | Method name to call |
| nodePath | string | yes | Path to the target node |
| projectPath | string | yes | Path 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).
| Name | Type | Req | Description |
|---|---|---|---|
| format | string | — | Image format (default: png) |
| height | number | — | Target height in pixels (default: current viewport height) |
| width | number | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| height | number | — | Target height in pixels |
| viewportPath | string | — | NodePath to the target Viewport node (default: root viewport) |
| width | number | — | Target width in pixels |
No output schema declared.
No examples provided.
connect_animation_states ~120
Connect two states with a transition
| Name | Type | Req | Description |
|---|---|---|---|
| advanceCondition | string | — | Condition parameter name for auto-advance |
| animTreePath | string | yes | Path to AnimationTree node |
| fromState | string | yes | Source state name |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path to the scene file |
| toState | string | yes | Target state name |
| transitionType | string | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| flags | number | — | Optional: connection flags (0=default, 1=deferred, 2=persist, 4=one_shot) |
| methodName | string | yes | Method to call on target (e.g., "_on_start_pressed", "take_damage") |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path to .tscn file (e.g., "scenes/ui/menu.tscn") |
| signalName | string | yes | Signal name (e.g., "pressed", "body_entered", "health_changed") |
| sourceNodePath | string | yes | Emitting node path (e.g., "StartButton", "Player/Area2D") |
| targetNodePath | string | yes | Receiving 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.
| Name | Type | Req | Description |
|---|---|---|---|
| animationName | string | yes | Name for new animation (e.g., "walk", "idle", "attack") |
| length | number | — | Duration of the animation in seconds (default: 1.0) |
| loopMode | string | — | Loop mode for the animation (default: "none") |
| playerNodePath | string | yes | Path to AnimationPlayer node in scene (e.g., ".", "Player/AnimationPlayer") |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path to .tscn file relative to project (e.g., "scenes/Player.tscn") |
| step | number | — | 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
| Name | Type | Req | Description |
|---|---|---|---|
| animPlayerPath | string | yes | Path to AnimationPlayer node (relative to parent) |
| nodeName | string | yes | Name for AnimationTree |
| parentPath | string | yes | Parent node path |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| rootType | string | — | Root node type |
| scenePath | string | yes | Path 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.
| Name | Type | Req | Description |
|---|---|---|---|
| busName | string | yes | Name for the audio bus (e.g., "Music", "SFX", "Voice") |
| parentBusIndex | number | — | Parent bus index. Default: 0 (Master) |
| projectPath | string | yes | Absolute 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).
| Name | Type | Req | Description |
|---|---|---|---|
| materialPath | string | yes | Path for new material file relative to project (e.g., "materials/player.tres") |
| materialType | string | yes | Material type: StandardMaterial3D (3D PBR), ShaderMaterial (custom shader), CanvasItemMaterial (2D), ParticleProcessMaterial (particles) |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| properties | string | — | Optional: JSON object of properties (e.g., {"albedo_color": [1, 0, 0, 1], "metallic": 0.8}) |
| shader | string | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| is3D | boolean | — | If true, creates NavigationAgent3D. Default: false |
| nodeName | string | yes | Node name (e.g., "NavAgent") |
| parentPath | string | yes | Parent node path (usually the character) |
| pathDesiredDistance | number | — | Distance to consider waypoint reached |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path to scene file |
| targetDesiredDistance | number | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| is3D | boolean | — | If true, creates NavigationRegion3D. Default: false |
| nodeName | string | yes | Node name (e.g., "WalkableArea") |
| parentPath | string | yes | Parent node path |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path 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.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| properties | string | — | Optional: JSON object of properties to set (e.g., {"value": 100}) |
| resourcePath | string | yes | Path for new .tres file relative to project (e.g., "resources/items/sword.tres") |
| resourceType | string | yes | Resource class name (e.g., "Resource", "CurveTexture", "GradientTexture2D") |
| script | string | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| rootNodeType | string | — | Godot node class for root (e.g., "Node2D" for 2D games, "Node3D" for 3D, "Control" for UI). Default: "Node" |
| scenePath | string | yes | Path 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).
| Name | Type | Req | Description |
|---|---|---|---|
| className | string | — | Optional: class_name for global access (e.g., "Player", "GameManager") |
| content | string | — | Optional: initial script content to add after class declaration |
| extends | string | — | Base class to extend (e.g., "Node", "CharacterBody2D", "Resource"). Default: "Node" |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scriptPath | string | yes | Path for new script relative to project (e.g., "scripts/player.gd", "autoload/game_manager.gd") |
| template | string | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| code | string | — | Optional: custom shader code. If omitted, uses template or generates basic shader. |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| shaderPath | string | yes | Path for new .gdshader file relative to project (e.g., "shaders/outline.gdshader") |
| shaderType | string | yes | Shader type: canvas_item (2D/UI), spatial (3D), particles, sky, fog |
| template | string | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| sources | array | yes | Array of atlas sources, each with texture path and tileSize {x, y} |
| tilesetPath | string | yes | Output 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
| Name | Type | Req | Description |
|---|---|---|---|
| line | number | yes | 1-based line number |
| scriptPath | string | yes | Absolute 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
| Name | Type | Req | Description |
|---|---|---|---|
| line | number | yes | 1-based line number |
| scriptPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | yes | Path to node to delete (e.g., "Player/OldSprite", "Enemies/Enemy1") |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| saveScene | boolean | — | If true (default), saves scene after deletion. Set false for batch operations. |
| scenePath | string | yes | Path 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.
| Name | Type | Req | Description |
|---|---|---|---|
| pluginName | string | yes | Plugin folder name in addons/ (e.g., "dialogue_manager", "scatter") |
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| methodName | string | yes | Connected method name (e.g., "_on_start_pressed") |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path to .tscn file (e.g., "scenes/ui/menu.tscn") |
| signalName | string | yes | Signal name (e.g., "pressed") |
| sourceNodePath | string | yes | Emitting node path (e.g., "StartButton") |
| targetNodePath | string | yes | Receiving 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.
| Name | Type | Req | Description |
|---|---|---|---|
| newName | string | yes | Name for the new duplicated node (e.g., "Enemy2", "ButtonCopy") |
| nodePath | string | yes | Path to node to duplicate (e.g., "Enemies/Enemy", "UI/Button") |
| parentPath | string | — | Optional: Different parent path. If omitted, uses same parent as original. |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| saveScene | boolean | — | If true (default), saves scene after duplication. Set false for batch operations. |
| scenePath | string | yes | Path 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.
| Name | Type | Req | Description |
|---|---|---|---|
| pluginName | string | yes | Plugin folder name in addons/ (e.g., "dialogue_manager", "scatter") |
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| debug | boolean | — | If true, exports debug build. Default: false (release) |
| outputPath | string | yes | Destination path for exported file (e.g., "builds/game.exe", "builds/game.x86_64") |
| preset | string | yes | Export preset name from export_presets.cfg (e.g., "Windows Desktop", "Linux/X11") |
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| assetId | string | yes | Asset ID from search results |
| projectPath | string | yes | Path to the Godot project directory |
| provider | string | yes | Source provider for the asset |
| resolution | string | — | Resolution for download (default: 2k, only for PolyHaven/AmbientCG) |
| targetFolder | string | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| fileTypes | array | — | File types to search. Default: ["tscn", "tres", "gd"] |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| resourcePath | string | yes | Resource 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.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| reason | string | yes | Brief 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.
| Name | Type | Req | Description |
|---|---|---|---|
| depth | number | — | How deep to traverse dependencies. -1 for unlimited. Default: -1 |
| includeBuiltin | boolean | — | If true, includes Godot built-in resources. Default: false |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| resourcePath | string | yes | Path 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".
| Name | Type | Req | Description |
|---|---|---|---|
| reason | string | yes | Brief 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.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| resourcePath | string | yes | Path 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.
| Name | Type | Req | Description |
|---|---|---|---|
| includeUpToDate | boolean | — | If true, includes already-imported resources. Default: false (only pending) |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| resourcePath | string | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| includeDefaults | boolean | — | If true, includes properties with default values. If false (default), only modified properties. |
| nodePath | string | yes | Path to node within scene (e.g., ".", "Player", "Player/Sprite2D") |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scenePath | string | yes | Path 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.
| Name | Type | Req | Description |
|---|---|---|---|
| includeDetails | boolean | — | If true (default), includes detailed breakdown per category |
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| setting | string | yes | Setting 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
| Name | Type | Req | Description |
|---|---|---|---|
| metrics | array | — | Specific metrics to retrieve (default: all) |
| projectPath | string | yes | Path 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.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute 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.
| Name | Type | Req | Description |
|---|---|---|---|
| includeInherited | boolean | — | If true, includes members from parent classes. Default: false (only script-defined members). |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| scriptPath | string | yes | Path to .gd file relative to project (e.g., "scripts/player.gd") |
No output schema declared.
No examples provided.