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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

0 this week 70 Trust /100
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 48 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 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
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
// .cursor/mcp.json
{
  "mcpServers": {
    "had0yun-gopeak": {
      "command": "npx",
      "args": [
        "-y",
        "gopeak"
      ]
    }
  }
}
// .vscode/mcp.json
{
  "servers": {
    "had0yun-gopeak": {
      "command": "npx",
      "args": [
        "-y",
        "gopeak"
      ]
    }
  }
}
# add to Codex CLI
codex mcp add had0yun-gopeak -- npx -y gopeak
// opencode.json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "had0yun-gopeak": {
      "type": "local",
      "command": [
        "npx",
        "-y",
        "gopeak"
      ],
      "enabled": true
    }
  }
}
# add to OpenClaw
openclaw mcp add had0yun-gopeak --command npx --arg -y --arg gopeak
# ~/.hermes/config.yaml
mcp_servers:
  had0yun-gopeak:
    command: "npx"
    args: ["-y", "gopeak"]
// ~/.netclaw/config/netclaw.json
{
  "McpServers": {
    "had0yun-gopeak": {
      "Transport": "stdio",
      "Command": "npx",
      "Arguments": [
        "-y",
        "gopeak"
      ]
    }
  }
}
# add to Vellum
assistant mcp add had0yun-gopeak -t stdio -c npx -a -y gopeak
// mcp.json
{
  "mcpServers": {
    "had0yun-gopeak": {
      "command": "npx",
      "args": [
        "-y",
        "gopeak"
      ]
    }
  }
}
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.

  • 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
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 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 →

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
get_uid ~68

Get the UID for a specific file in a Godot project (for Godot 4.4+)

NameTypeReqDescription
filePathstringyesPath to the file (relative to project) for which to get the UID
projectPathstringyesPath 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.

NameTypeReqDescription
actionstringyesAction name as defined in Input Map (e.g., "ui_accept", "jump")
pressedbooleanWhether to press (true) or release (false). Default: true
strengthnumberAction 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.

NameTypeReqDescription
altbooleanAlt modifier. Default: false
ctrlbooleanCtrl modifier. Default: false
keycodestringyesKey name (e.g., "A", "Space", "Escape", "Enter")
pressedbooleanPress (true) or release (false). Default: true
shiftbooleanShift 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.

NameTypeReqDescription
buttonstringMouse button. Default: left
doubleClickbooleanDouble-click. Default: false
pressedbooleanPress (true) or release (false). Default: true
xnumberyesX coordinate in viewport pixels
ynumberyesY 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.

NameTypeReqDescription
relativeXnumberRelative X movement delta
relativeYnumberRelative Y movement delta
xnumberyesTarget X coordinate in viewport pixels
ynumberyesTarget 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.

NameTypeReqDescription
classNamestringyesExact Godot class name to inspect
projectPathstringyesAbsolute 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

NameTypeReqDescription
depthnumberMaximum depth to inspect (default: 3)
nodePathstringPath to start inspection from (default: root)
projectPathstringyesPath 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.

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.

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.

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.

list_connections ~103

Lists all signal connections in a scene. Use to understand event flow or debug connection issues.

NameTypeReqDescription
nodePathstringOptional: filter to connections involving this node. If omitted, shows all.
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/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.).

NameTypeReqDescription
includeTemplateStatusbooleanIf true (default), shows if export templates are installed.
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.

list_plugins ~63

Lists all plugins in addons/ folder with enabled/disabled status. Use before enable_plugin or disable_plugin to see available plugins.

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.

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}.

NameTypeReqDescription
directorystringyesAbsolute path to search (e.g., "/home/user/godot-projects" on Linux, "C:\Games" on Windows)
recursivebooleanIf 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.

NameTypeReqDescription
depthnumberMaximum depth to traverse. -1 = all (default), 0 = root only, 1 = root + children
includePropertiesbooleanIf true, includes all node properties. If false (default), only names and types.
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.

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.

NameTypeReqDescription
nodePathstringyesPath to Sprite2D node in scene (e.g., ".", "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")
texturePathstringyesPath 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.

NameTypeReqDescription
characternumberyesZero-based character offset
linenumberyesZero-based line number
projectPathstringyesAbsolute path to Godot project root
scriptPathstringyesPath 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.

NameTypeReqDescription
projectPathstringyesAbsolute path to Godot project root
scriptPathstringyesPath 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.

NameTypeReqDescription
characternumberyesZero-based character offset
linenumberyesZero-based line number
projectPathstringyesAbsolute path to Godot project root
scriptPathstringyesPath 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.

NameTypeReqDescription
projectPathstringyesAbsolute path to Godot project root
scriptPathstringyesPath 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.

NameTypeReqDescription
projectPathstringyesAbsolute path to project directory containing project.godot.
propertiesstringyesJSON object of properties to set (e.g., {"albedo_color": {"_type": "Color", "r": 1, "g": 0, "b": 0, "a": 1}})
resourcePathstringyesPath 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.

NameTypeReqDescription
modificationsarrayyesArray of modifications to apply
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scriptPathstringyesPath 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.

NameTypeReqDescription
logContentstringOptional: error log text. If omitted, reads from godot.log
maxErrorsnumberMaximum errors to return. Default: 50
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.

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.

NameTypeReqDescription
classNamestringyesExact Godot class name (e.g., "CharacterBody3D", "StandardMaterial3D", "AnimationPlayer")
includeInheritedbooleanIf true, include inherited members from parent classes (default: false — shows only class-specific members)
projectPathstringyesAbsolute 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.

NameTypeReqDescription
categorystringOptional: filter by category (node, node2d, node3d, control, resource, physics, physics2d, audio, visual, animation)
filterstringOptional: substring filter for class names (case-insensitive, e.g., "light", "collision")
instantiableOnlybooleanIf true, only return classes that can be instantiated (default: false)
projectPathstringyesAbsolute 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.

NameTypeReqDescription
forcebooleanIf true, reimports even if up-to-date. Default: false
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
resourcePathstringOptional: 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.

NameTypeReqDescription
namestringyesSingleton name to remove (e.g., "GameManager")
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.

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.

NameTypeReqDescription
newParentPathstringyesPath to new parent node (e.g., "NewParent", "UI/Panel")
nodePathstringyesPath to node to move (e.g., "OldParent/Child", "UI/Button")
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
saveScenebooleanIf true (default), saves scene after reparenting. Set false for batch operations.
scenePathstringyesPath 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.

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

NameTypeReqDescription
newPathstringOptional: New path to save as variant (e.g., "scenes/PlayerBlue.tscn")
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.

search_assets ~147

Search for CC0 assets across multiple sources (Poly Haven, AmbientCG, Kenney). Returns results sorted by provider priority.

NameTypeReqDescription
assetTypestringType of asset to search (optional, searches all if not specified)
keywordstringyesSearch term (e.g., "chair", "rock", "tree")
maxResultsnumberMaximum number of results to return (default: 10)
modestringSearch mode: "parallel" queries all providers, "sequential" stops at first with results (default: parallel)
providerstringSpecific 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.

NameTypeReqDescription
caseSensitivebooleanIf true, case-sensitive search. Default: false
fileTypesarrayFile extensions to search. Default: ["gd", "tscn", "tres"]
maxResultsnumberMaximum results to return. Default: 100
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
querystringyesSearch text or regex pattern (e.g., "player", "TODO", "func.*damage")
regexbooleanIf 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.

NameTypeReqDescription
busIndexnumberyesBus index (0 = Master)
effectIndexnumberyesEffect slot index (0-7)
effectTypestringyesEffect type (e.g., "Reverb", "Delay", "Chorus", "Compressor")
enabledbooleanWhether effect is active
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.

set_audio_bus_volume ~98

Sets volume for an audio bus in decibels. Use to balance audio levels.

NameTypeReqDescription
busIndexnumberyesBus index (0 = Master)
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
volumeDbnumberyesVolume 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.

NameTypeReqDescription
optionsstringyesJSON string of import options (e.g., {"compress/mode": 1, "mipmaps/generate": true})
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
reimportbooleanIf true (default), reimports after setting. Set false for batch changes.
resourcePathstringyesPath 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.

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

NameTypeReqDescription
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.
propertiesstringyesJSON object of properties to set (e.g., {"position": {"x": 100, "y": 200}, "scale": {"x": 2, "y": 2}})
saveScenebooleanIf true (default), saves scene after modification. Set false for batch operations.
scenePathstringyesPath 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.

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")
valuestringyesValue 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

NameTypeReqDescription
nodePathstringyesPath to the target node
projectPathstringyesPath to the Godot project directory
propertystringyesProperty name to set
valuestringyesValue to set (Godot handles type conversion)

No output schema declared.

No examples provided.

set_theme_color ~100

Set a color in a Theme resource

NameTypeReqDescription
colorobjectyesColor value
colorNamestringyesColor name (font_color, etc.)
controlTypestringyesControl type (Button, Label, etc.)
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
themePathstringyesPath to the theme resource

No output schema declared.

No examples provided.

set_theme_font_size ~101

Set a font size in a Theme resource

NameTypeReqDescription
controlTypestringyesControl type (Button, Label, etc.)
fontSizeNamestringyesFont size name
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
sizenumberyesFont size in pixels
themePathstringyesPath 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.

NameTypeReqDescription
cellsarrayyesArray of cells with coords {x,y}, sourceId, atlasCoords {x,y}
layernumberTileMap layer index. Default: 0
projectPathstringyesAbsolute path to project directory containing project.godot. Use the same path across all tool calls in a workflow.
scenePathstringyesPath to scene containing TileMap (e.g., "scenes/level1.tscn")
tilemapNodePathstringyesPath 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.

NameTypeReqDescription
reasonstringyesBrief 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+)

NameTypeReqDescription
projectPathstringyesPath 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.

NameTypeReqDescription
includeSuggestionsbooleanIf true (default), includes fix suggestions for each issue
presetstringOptional: validate against specific export preset requirements
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.

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 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.