io.github.HaD0Yun/gopeak
NPM · GOPEAK · SCANNED SEP 20
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 → 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 48 dependencies flagged as unhealthy. View diagnostics → Partial
Provenance & Transparency23
- 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 94 days ago).Pass
- Publishes a security disclosure policy (SECURITY.md).Pass
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 Management90
- Stability observed for 27 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
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
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
claude mcp add had0yun-gopeak -- npx -y gopeak
{
"mcpServers": {
"had0yun-gopeak": {
"command": "npx",
"args": [
"-y",
"gopeak"
]
}
}
} {
"servers": {
"had0yun-gopeak": {
"command": "npx",
"args": [
"-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": {
"Transport": "stdio",
"Command": "npx",
"Arguments": [
"-y",
"gopeak"
]
}
}
} assistant mcp add had0yun-gopeak -t stdio -c npx -a -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.
- 19 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 83 to 87. That category is still filling its 30-day observation window: 25 days of observed history at the previous scan, 26 at this one. The score rises as the window fills, whether or not the server changes.
- 17 Sept 26 −2
- Stability: pass → 0.80 functional
- 16 Sept 26 0
- Stability: 0.97 → pass security
- 15 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 93 to 97. That category is still filling its 30-day observation window: 28 days of observed history at the previous scan, 29 at this one. The score rises as the window fills, whether or not the server changes.
- 12 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 83 to 87. That category is still filling its 30-day observation window: 25 days of observed history at the previous scan, 26 at this one. The score rises as the window fills, whether or not the server changes.
- 10 Sept 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 77 to 80. That category is still filling its 30-day observation window: 23 days of observed history at the previous scan, 24 at this one. The score rises as the window fills, whether or not the server changes.
- 9 Sept 26 −3
- Stability: pass → 0.77 functional
- 8 Sept 26 0
- Stability: 0.97 → pass security
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 20 Sept 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 1 finding
| ID | CVE | Severity | Vector | Fix available |
|---|---|---|---|---|
| GHSA-w48q-cv73-mx4w | CVE-2025-66414 | high | yes |
Background: What a vulnerability scan can and cannot prove →
Dependencies 48 packages
| Packages resolved | 48 |
|---|---|
| Stale | 14 |
| Tree resolution | Complete |
Background: SBOMs and build attestations, explained →
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 →
get_uid ~68
Get the UID for a specific file in a Godot project (for Godot 4.4+)
| Name | Type | Req | Description |
|---|---|---|---|
| filePath | string | yes | Path to the file (relative to project) for which to get the UID |
| projectPath | string | yes | Path to the Godot project directory |
No output schema declared.
No examples provided.
inject_action ~93
Simulate a Godot input action (press/release). Requires runtime addon.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action name as defined in Input Map (e.g., "ui_accept", "jump") |
| pressed | boolean | – | Whether to press (true) or release (false). Default: true |
| strength | number | – | Action strength 0.0–1.0. Default: 1.0 |
No output schema declared.
No examples provided.
inject_key ~110
Simulate a keyboard key press/release in the running Godot game. Requires runtime addon.
| Name | Type | Req | Description |
|---|---|---|---|
| alt | boolean | – | Alt modifier. Default: false |
| ctrl | boolean | – | Ctrl modifier. Default: false |
| keycode | string | yes | Key name (e.g., "A", "Space", "Escape", "Enter") |
| pressed | boolean | – | Press (true) or release (false). Default: true |
| shift | boolean | – | Shift modifier. Default: false |
No output schema declared.
No examples provided.
inject_mouse_click ~98
Simulate a mouse click at specified position in the running Godot game. Requires runtime addon.
| Name | Type | Req | Description |
|---|---|---|---|
| button | string | – | Mouse button. Default: left |
| doubleClick | boolean | – | Double-click. Default: false |
| pressed | boolean | – | Press (true) or release (false). Default: true |
| x | number | yes | X coordinate in viewport pixels |
| y | number | yes | Y coordinate in viewport pixels |
No output schema declared.
No examples provided.
inject_mouse_motion ~77
Simulate mouse movement to a position in the running Godot game. Requires runtime addon.
| Name | Type | Req | Description |
|---|---|---|---|
| relativeX | number | – | Relative X movement delta |
| relativeY | number | – | Relative Y movement delta |
| x | number | yes | Target X coordinate in viewport pixels |
| y | number | yes | Target Y coordinate in viewport pixels |
No output schema declared.
No examples provided.
inspect_inheritance ~65
Inspect class inheritance hierarchy: ancestors, direct children, all descendants. Use to understand class relationships and find specialized alternatives.
| Name | Type | Req | Description |
|---|---|---|---|
| className | string | yes | Exact Godot class name to inspect |
| projectPath | string | yes | Absolute path to project directory containing project.godot. |
No output schema declared.
No examples provided.
inspect_runtime_tree ~68
Inspect the scene tree of a running Godot instance
| Name | Type | Req | Description |
|---|---|---|---|
| depth | number | – | Maximum depth to inspect (default: 3) |
| nodePath | string | – | Path to start inspection from (default: root) |
| projectPath | string | yes | Path to the Godot project directory |
No output schema declared.
No examples provided.
launch_editor ~81
Opens the Godot editor GUI for a project. Use when visual inspection or manual editing of scenes/scripts is needed. Opens a new window on the host system. Requires: project directory with project.godot file.
| 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.
list_asset_providers ~21
List all available CC0 asset providers and their capabilities.
Input schema present but exposes no named parameters.
No output schema declared.
No examples provided.
list_autoloads ~60
Lists all registered autoload singletons in the project. Shows name, path, and enabled status.
| 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.
list_connections ~103
Lists all signal connections in a scene. Use to understand event flow or debug connection issues.
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | – | Optional: filter to connections involving this node. If omitted, shows all. |
| 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/player.tscn") |
No output schema declared.
No examples provided.
list_export_presets ~88
Lists all export presets defined in export_presets.cfg. Use before export_project to see available targets (Windows, Linux, Android, etc.).
| Name | Type | Req | Description |
|---|---|---|---|
| includeTemplateStatus | boolean | – | If true (default), shows if export templates are installed. |
| 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.
list_plugins ~63
Lists all plugins in addons/ folder with enabled/disabled status. Use before enable_plugin or disable_plugin to see available plugins.
| 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.
list_projects ~99
Scans a directory for Godot projects (folders containing project.godot). Use to discover projects before using other tools. Returns array of {path, name}.
| Name | Type | Req | Description |
|---|---|---|---|
| directory | string | yes | Absolute path to search (e.g., "/home/user/godot-projects" on Linux, "C:\Games" on Windows) |
| recursive | boolean | – | If true, searches all subdirectories. If false (default), only checks immediate children. |
No output schema declared.
No examples provided.
list_scene_nodes ~153
Returns complete scene tree structure with all nodes, types, and hierarchy. Use to understand scene organization before modifying. Returns nested tree with node paths.
| Name | Type | Req | Description |
|---|---|---|---|
| depth | number | – | Maximum depth to traverse. -1 = all (default), 0 = root only, 1 = root + children |
| includeProperties | boolean | – | If true, includes all node properties. If false (default), only names and types. |
| 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.
load_sprite ~158
Assigns a texture to a Sprite2D node in a scene. Use to set character sprites, backgrounds, or UI images. The texture file must exist in the project.
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | yes | Path to Sprite2D node in scene (e.g., ".", "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") |
| texturePath | string | yes | Path to texture file relative to project (e.g., "assets/player.png", "sprites/enemy.svg") |
No output schema declared.
No examples provided.
lsp_get_completions ~78
Get code completions from Godot Language Server at a given position.
| Name | Type | Req | Description |
|---|---|---|---|
| character | number | yes | Zero-based character offset |
| line | number | yes | Zero-based line number |
| projectPath | string | yes | Absolute path to Godot project root |
| scriptPath | string | yes | Path to script relative to project root |
No output schema declared.
No examples provided.
lsp_get_diagnostics ~56
Get GDScript diagnostics from Godot Language Server for a script file.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute path to Godot project root |
| scriptPath | string | yes | Path to script relative to project root |
No output schema declared.
No examples provided.
lsp_get_hover ~75
Get hover information from Godot Language Server at a given position.
| Name | Type | Req | Description |
|---|---|---|---|
| character | number | yes | Zero-based character offset |
| line | number | yes | Zero-based line number |
| projectPath | string | yes | Absolute path to Godot project root |
| scriptPath | string | yes | Path to script relative to project root |
No output schema declared.
No examples provided.
lsp_get_symbols ~55
Get document symbols for a GDScript file from Godot Language Server.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute path to Godot project root |
| scriptPath | string | yes | Path to script relative to project root |
No output schema declared.
No examples provided.
modify_resource ~134
Modify properties of an existing resource file (.tres/.res). Use to update materials, environments, themes, or any saved resource without recreating it.
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Absolute path to project directory containing project.godot. |
| properties | string | yes | JSON object of properties to set (e.g., {"albedo_color": {"_type": "Color", "r": 1, "g": 0, "b": 0, "a": 1}}) |
| resourcePath | string | yes | Path to existing resource file relative to project (e.g., "materials/player.tres") |
No output schema declared.
No examples provided.
modify_script ~110
Adds functions, variables, or signals to an existing GDScript. Use to extend scripts without manual editing. Supports @export, @onready annotations and type hints.
| Name | Type | Req | Description |
|---|---|---|---|
| modifications | array | yes | Array of modifications to apply |
| 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 existing .gd file relative to project (e.g., "scripts/player.gd") |
No output schema declared.
No examples provided.
parse_error_log ~97
Parses Godot error log and provides fix suggestions. Use to diagnose runtime errors or script issues.
| Name | Type | Req | Description |
|---|---|---|---|
| logContent | string | – | Optional: error log text. If omitted, reads from godot.log |
| maxErrors | number | – | Maximum errors to return. Default: 50 |
| 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.
query_class_info ~128
Get detailed information about a specific Godot class: methods, properties, signals, enums. Use to discover available properties before calling add_node/create_resource/set_node_properties, or to find methods before call_runtime_method.
| Name | Type | Req | Description |
|---|---|---|---|
| className | string | yes | Exact Godot class name (e.g., "CharacterBody3D", "StandardMaterial3D", "AnimationPlayer") |
| includeInherited | boolean | – | If true, include inherited members from parent classes (default: false — shows only class-specific members) |
| projectPath | string | yes | Absolute path to project directory containing project.godot. |
No output schema declared.
No examples provided.
query_classes ~173
Query available Godot classes from ClassDB with filtering. Use to discover node types, resource types, or any class before using add_node/create_resource. Categories: node, node2d, node3d, control, resource, physics, physics2d, audio, visual, animation.
| Name | Type | Req | Description |
|---|---|---|---|
| category | string | – | Optional: filter by category (node, node2d, node3d, control, resource, physics, physics2d, audio, visual, animation) |
| filter | string | – | Optional: substring filter for class names (case-insensitive, e.g., "light", "collision") |
| instantiableOnly | boolean | – | If true, only return classes that can be instantiated (default: false) |
| projectPath | string | yes | Absolute path to project directory containing project.godot. |
No output schema declared.
No examples provided.
reimport_resource ~109
Forces reimport of resources. Use after modifying source files or to fix import issues. Can reimport single file or all modified.
| Name | Type | Req | Description |
|---|---|---|---|
| force | boolean | – | If true, reimports even if up-to-date. 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 | – | Optional: specific resource to reimport. If omitted, reimports all modified. |
No output schema declared.
No examples provided.
remove_autoload ~74
Unregisters an autoload singleton. Use to remove global managers no longer needed.
| Name | Type | Req | Description |
|---|---|---|---|
| name | string | yes | Singleton name to remove (e.g., "GameManager") |
| 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.
reparent_node ~179
Moves a node to a different parent in the scene tree, preserving all properties and children. Use for reorganizing scene hierarchy. Scene is saved automatically unless saveScene=false.
| Name | Type | Req | Description |
|---|---|---|---|
| newParentPath | string | yes | Path to new parent node (e.g., "NewParent", "UI/Panel") |
| nodePath | string | yes | Path to node to move (e.g., "OldParent/Child", "UI/Button") |
| 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 reparenting. 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.
run_project ~111
Launches a Godot project in a new window and captures output. Use to test gameplay or verify script behavior. Runs until stop_project is called. Use get_debug_output to retrieve logs.
| 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. |
| scene | string | – | Optional: specific scene to run (e.g., "scenes/TestLevel.tscn"). If omitted, runs main scene from project settings. |
No output schema declared.
No examples provided.
save_scene ~128
Saves changes to a scene file or creates a variant at a new path. Most scene modification tools save automatically, but use this for explicit saves or creating variants.
| Name | Type | Req | Description |
|---|---|---|---|
| newPath | string | – | Optional: New path to save as variant (e.g., "scenes/PlayerBlue.tscn") |
| 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.
search_assets ~147
Search for CC0 assets across multiple sources (Poly Haven, AmbientCG, Kenney). Returns results sorted by provider priority.
| Name | Type | Req | Description |
|---|---|---|---|
| assetType | string | – | Type of asset to search (optional, searches all if not specified) |
| keyword | string | yes | Search term (e.g., "chair", "rock", "tree") |
| maxResults | number | – | Maximum number of results to return (default: 10) |
| mode | string | – | Search mode: "parallel" queries all providers, "sequential" stops at first with results (default: parallel) |
| provider | string | – | Specific provider to search, or "all" for multi-source (default: all) |
No output schema declared.
No examples provided.
search_project ~172
Searches for text or regex patterns across project files. Use to find function usages, variable references, or TODOs. Returns file paths and line numbers.
| Name | Type | Req | Description |
|---|---|---|---|
| caseSensitive | boolean | – | If true, case-sensitive search. Default: false |
| fileTypes | array | – | File extensions to search. Default: ["gd", "tscn", "tres"] |
| maxResults | number | – | Maximum results to return. Default: 100 |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| query | string | yes | Search text or regex pattern (e.g., "player", "TODO", "func.*damage") |
| regex | boolean | – | If true, treats query as regex. Default: false |
No output schema declared.
No examples provided.
set_audio_bus_effect ~132
Adds or configures an audio effect on a bus. Use for reverb, delay, EQ, compression, etc.
| Name | Type | Req | Description |
|---|---|---|---|
| busIndex | number | yes | Bus index (0 = Master) |
| effectIndex | number | yes | Effect slot index (0-7) |
| effectType | string | yes | Effect type (e.g., "Reverb", "Delay", "Chorus", "Compressor") |
| enabled | boolean | – | Whether effect is active |
| 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.
set_audio_bus_volume ~98
Sets volume for an audio bus in decibels. Use to balance audio levels.
| Name | Type | Req | Description |
|---|---|---|---|
| busIndex | number | yes | Bus index (0 = Master) |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| volumeDb | number | yes | Volume in decibels (0 = unity, -80 = silent, +6 = boost) |
No output schema declared.
No examples provided.
set_import_options ~140
Modifies import settings for a resource. Use to change compression, mipmaps, filter mode. Triggers reimport by default.
| Name | Type | Req | Description |
|---|---|---|---|
| options | string | yes | JSON string of import options (e.g., {"compress/mode": 1, "mipmaps/generate": true}) |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| reimport | boolean | – | If true (default), reimports after setting. Set false for batch changes. |
| resourcePath | string | yes | Path to resource file (e.g., "textures/player.png") |
No output schema declared.
No examples provided.
set_main_scene ~92
Sets which scene loads first when the game starts. Updates application/run/main_scene in 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. |
| scenePath | string | yes | Path to main scene (e.g., "scenes/main_menu.tscn", "scenes/game.tscn") |
No output schema declared.
No examples provided.
set_node_properties ~216
Sets multiple properties on a node in a scene. Prerequisite: scene and node must exist (use create_scene and add_node first). Use to modify position, scale, rotation, or any node-specific properties. Scene is saved automatically unless saveScene=false.
| Name | Type | Req | Description |
|---|---|---|---|
| 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. |
| properties | string | yes | JSON object of properties to set (e.g., {"position": {"x": 100, "y": 200}, "scale": {"x": 2, "y": 2}}) |
| saveScene | boolean | – | If true (default), saves scene after modification. 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.
set_project_setting ~104
Writes a value to project.godot settings. Use to configure game name, window size, physics, 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") |
| value | string | yes | Value to set (Godot auto-converts types) |
No output schema declared.
No examples provided.
set_runtime_property ~77
Set a property on a node in a running Godot instance
| Name | Type | Req | Description |
|---|---|---|---|
| nodePath | string | yes | Path to the target node |
| projectPath | string | yes | Path to the Godot project directory |
| property | string | yes | Property name to set |
| value | string | yes | Value to set (Godot handles type conversion) |
No output schema declared.
No examples provided.
set_theme_color ~100
Set a color in a Theme resource
| Name | Type | Req | Description |
|---|---|---|---|
| color | object | yes | Color value |
| colorName | string | yes | Color name (font_color, etc.) |
| controlType | string | yes | Control type (Button, Label, etc.) |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| themePath | string | yes | Path to the theme resource |
No output schema declared.
No examples provided.
set_theme_font_size ~101
Set a font size in a Theme resource
| Name | Type | Req | Description |
|---|---|---|---|
| controlType | string | yes | Control type (Button, Label, etc.) |
| fontSizeName | string | yes | Font size name |
| projectPath | string | yes | Absolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow. |
| size | number | yes | Font size in pixels |
| themePath | string | yes | Path to the theme resource |
No output schema declared.
No examples provided.
set_tilemap_cells ~151
Places tiles in a TileMap node. Use to programmatically generate levels or modify existing tilemaps.
| Name | Type | Req | Description |
|---|---|---|---|
| cells | array | yes | Array of cells with coords {x,y}, sourceId, atlasCoords {x,y} |
| layer | number | – | TileMap layer index. Default: 0 |
| 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 containing TileMap (e.g., "scenes/level1.tscn") |
| tilemapNodePath | string | yes | Path to TileMap node (e.g., "World/TileMap") |
No output schema declared.
No examples provided.
stop_project ~52
Terminates the currently running Godot project process. Use to stop a project started with run_project. No effect 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.
update_project_uids ~47
Update UID references in a Godot project by resaving resources (for Godot 4.4+)
| Name | Type | Req | Description |
|---|---|---|---|
| projectPath | string | yes | Path to the Godot project directory |
No output schema declared.
No examples provided.
validate_project ~92
Checks project for export issues: missing resources, script errors, configuration problems. Use before export_project.
| Name | Type | Req | Description |
|---|---|---|---|
| includeSuggestions | boolean | – | If true (default), includes fix suggestions for each issue |
| preset | string | – | Optional: validate against specific export preset requirements |
| 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.
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 70 out of 100 on VerifyMCP. We recorded 1 known advisory against it as of 20 September 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 20 September 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.