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io.github.wgt19861219/godot-mcp-enhanced

NPM · GODOT-MCP-ENHANCED · SCANNED AUG 3

Enhanced Godot 4.5-4.7 MCP: headless+editor+bridge, secure GDScript sandbox, closed-loop AI dev.

Available components

+33 this week 65 Trust /100
Trust breakdown (6 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 →

Supply Chain Security87
  • No malware found by supply-chain analysis.Pass
  • Only part of the dependency tree could be resolved (95 of 99), so this covers what we could see, not the whole tree.Partial
  • No install/post-install scripts declared.Pass
  • Only part of the dependency tree could be resolved (95 of 99), so this covers what we could see, not the whole tree. View diagnostics → Partial
Provenance & Transparency45
Schema Quality & AI Usability55
  • 100% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Pass
  • AI-judged instruction clarity (fair).Partial
  • Context-footprint check failed: tool/resource definitions use about 11729 tokens (~325/item across 36 items; 35 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 Management23
  • Stability observed for 7 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
Capabilities100
  • Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Install

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 · godot-mcp-enhanced

# add to Claude Code
claude mcp add wgt19861219-godot-mcp-enhanced -- npx -y godot-mcp-enhanced
# add to Codex CLI
codex mcp add wgt19861219-godot-mcp-enhanced -- npx -y godot-mcp-enhanced
// opencode.json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "wgt19861219-godot-mcp-enhanced": {
      "type": "local",
      "command": [
        "npx",
        "-y",
        "godot-mcp-enhanced"
      ],
      "enabled": true
    }
  }
}
# add to OpenClaw
openclaw mcp add wgt19861219-godot-mcp-enhanced --command npx --arg -y --arg godot-mcp-enhanced
# ~/.hermes/config.yaml
mcp_servers:
  wgt19861219-godot-mcp-enhanced:
    command: "npx"
    args: ["-y", "godot-mcp-enhanced"]
// mcp.json
{
  "mcpServers": {
    "wgt19861219-godot-mcp-enhanced": {
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp-enhanced"
      ]
    }
  }
}
Changelog

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

  • 3 Aug 26 +1

    No change was recorded against any check on this day. Stability & Change Management went from 20 to 23. That category is still filling its 30-day observation window: 6 days of observed history at the previous scan, 7 at this one. The score rises as the window fills, whether or not the server changes.

  • 2 Aug 26 +35
    • Provenance: unverified → fail security
    • Known CVEs: unverified → partial security
    • Install scripts: unverified → pass security
    • Malware scan: unverified → pass security
    • Stability: Stability not yet verified: we do not have a sandbox capture of the MCP schema this version of the package serves yet. security
    • Capabilities: pass → unverified functional
    • Maintenance: unverified → pass functional
    • Dependency health: unverified → partial functional
    • Schema quality: unverified → fair functional
    • License: unverified → pass functional
    • Stability: unverified → 0.20 functional
    • Licence: MIT functional
  • 1 Aug 26 +5
    • Stability: Stability not yet verified: not enough scan history yet (needs a 30-day window). security
    • MCP protocol: unverified → pass functional
  • 31 Jul 26 +18
    • 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 −2
    • Dependency health: partial → unverified functional
  • 28 Jul 26 −24
    • Tool coverage: 100 → unverified functional
    • Schema quality: 100 → unverified functional
    • Dependency health: unverified → partial functional
  • 27 Jul 26 32

    First indexed and scored.

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 3 Aug 2026 · Analysed npm/[email protected]

Provenance none

Ecosystem: npm · Outcome: none

Dependencies 95 packages

95 packages in the resolved dependency tree · 95 deprecated · 29 stale.

The dependency tree was only partially resolved, so these counts may be incomplete.

MCP tools — 35 exposed · ~11,095 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.

Tool Tokens
android ~204

Android Deploy 工具。list_devices: adb 设备列表。get_preset_info: 读 export_presets.cfg Android preset。deploy: export APK + adb install + launch(可选)。

NameTypeReqDescription
actionstringyes
debugbooleandeploy: --export-debug(默认 true)
device_serialstringdeploy: 设备 serial(adb -s)
filterstringlogcat: 过滤(如 *:E / GDScript:*)
launchbooleandeploy: 安装后启动(默认 true)
linesnumberlogcat: dump 行数(默认 100)
preset_indexnumberdeploy: preset 索引
preset_namestringget_preset_info/deploy: preset 名
project_pathstringGodot 项目目录
skip_exportbooleandeploy: 跳过导出(已有 APK)

No output schema declared.

No examples provided.

animation ~623

查询、控制和编辑动画。查询: list_players, get_info, get_details, get_keyframes。播放: play, stop, seek, blend。编辑: create, delete, update_props, add_track, remove_track, add_keyframe, remove_keyframe, update_keyframe。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
animation_namestring动画名称
argsarray方法参数
blend_timenumber混合过渡时间(秒)(blend)
bone_namestringIK:骨骼名
custom_blendnumber自定义混合时间,-1 为默认(play)
custom_speednumber播放速度,默认 1.0(play)
from_endboolean从末尾开始播放(play)
insert_atnumber轨道插入位置,-1 为末尾(add_track)
keep_stateboolean停止时保持状态(stop)
keyframe_indexnumber关键帧索引
lengthnumber动画长度(秒)
library_namestring动画库名称(create/delete)
limitnumberIK:最大返回数量
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
loop_modestring循环模式
method_namestring方法名(method 轨道)
node_pathstringAnimationPlayer 节点路径(除 list_players 外必填)
parentstringIK:父节点路径
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
propertiesobjectIK:属性键值对
root_pathstring搜索起始节点路径(list_players)
secondsnumber跳转位置(秒)(seek)
speednumber播放速度,默认 1.0(blend)
stepnumber关键帧对齐步进值
target_nodepathstringIK:目标节点路径
timenumber关键帧时间(秒)
track_indexnumber轨道索引
track_pathstring轨道路径,如 "Sprite2D:frame"(add_track)
track_typestring轨道类型(add_track)
transitionnumber过渡曲线,1.0=线性
typestringIK:IK 类型
updateboolean跳转后立即更新节点(seek)
value关键帧值

No output schema declared.

No examples provided.

animation_track ~354

动画轨道与关键帧操作。轨道: add_track, remove_track。关键帧: add_keyframe, remove_keyframe, update_keyframe。曲线: set_curve。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
animation_namestring动画名称
in_handleobject入控制柄坐标(set_curve)
insert_atnumber轨道插入位置,-1 为末尾(add_track 时可选)
keyframe_indexnumber关键帧索引(remove_keyframe/update_keyframe/set_curve 时必填)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
node_pathstringAnimationPlayer 节点路径
out_handleobject出控制柄坐标(set_curve)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
timenumber关键帧时间(秒)(add_keyframe 时必填)
track_indexnumber轨道索引
track_pathstring轨道路径,如 "Sprite2D:frame"(add_track 时可选)
track_typestring轨道类型(add_track 时必填)
transitionnumber过渡曲线,1.0=线性
value关键帧值(add_keyframe/update_keyframe)

No output schema declared.

No examples provided.

animtree ~423

查询、控制和编辑 AnimationTree。支持创建节点、添加状态、添加转换、设置混合参数、播放状态、编辑状态属性。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型:animtree_create 创建 AnimationTree 节点;animtree_add_state 添加状态;animtree_add_transition 添加转换;animtree_set_blend 设置混合参数;animtree_play 播放状态;animtree_state_edit 编辑状态属性
animationstring关联的 Animation 名称(animtree_add_state 时使用)
animation_player_pathstringAnimationPlayer 的 NodePath(animtree_create 时使用)
conditionsarray转换条件列表(animtree_add_transition 时使用)
from_statestring源状态名称(animtree_add_transition 时使用)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
namestringAnimationTree 节点名称(animtree_create 时使用)
node_pathstringAnimationTree 节点路径
parameter_namestring参数名称
parentstring父节点路径(animtree_create 时使用,默认 root)
positionobject位置 {x, y}
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
state_namestring状态名称
to_statestring目标状态名称(animtree_add_transition 时使用)
tree_root_typestring根节点类型(animtree_create 时使用,默认 AnimationNodeStateMachine)
value参数值(float 用于 blends,{x,y} 用于 blend spaces)
xfade_timenumber交叉淡入淡出时间(秒,animtree_add_transition 时使用)

No output schema declared.

No examples provided.

asset ~436

参数化 3D shape 生成(11 shape)+ 路径阵列 + batch + undo + save 预制件。create/path/batch/undo/save 经 editor 持久化(视口可见、可 undo);list_shapes/list_materials 静态返回。

NameTypeReqDescription
actionstringyes操作类型
alignstringpath 朝向(默认 path)
align_verticesbooleanpath continuous+spacing: 折线顶点段边界对齐
countnumberpath discrete: 等数量(与 spacing 互斥)
itemsarraybatch: [{shape,params,material,name,...}] ≤64
materialstring|object|null预设名 / PBR dict(color(hex),alpha,emissive,metallic,roughness)/ res://.tres / null
modestringpath 采样模式
namestring节点名(碰撞自增 _001)
node_pathstringsave: 要存的子树节点路径
paramsobjectshape 参数(见 list_shapes 默认值)
parentstring父节点路径(绝对 /Root/X 或相对 X/Y)
patharraypath: [[x,y,z],...] ≥2 点(与 path_node 互斥)
path_nodestringpath: 场景 Path3D 节点路径(与 path 互斥)
positionarray[x,y,z]
project_pathstringGodot 项目目录
resource_pathstringsave: res://xxx.tscn 输出路径
rotationarray[x,y,z] 弧度
scalearray[x,y,z]
shapestringcreate/path: shape 名(见 list_shapes)
spacingnumberpath discrete: 等间距(与 count 互斥)

No output schema declared.

No examples provided.

audio ~288

音频操作。play: 播放(支持 AudioStreamPlayer/2D/3D)。stop: 停止。set_param: 设置参数(volume_db/pitch_scale/bus)。query: 查询播放状态。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
busstringplay/set_param: 音频总线名称
from_positionnumberplay: 从指定位置开始播放(秒)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
node_pathstring音频节点路径
paramstringset_param: 参数名
pitch_scalenumberplay: 音调缩放(0.01 到 100)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
stream_pathstringplay: 音频资源路径(res://...),不传则播放已配置的
valueset_param: 参数值(number for volume_db/pitch_scale, string for bus)
volume_dbnumberplay: 音量(dB,-80 到 24)

No output schema declared.

No examples provided.

blender ~194

Blender 程序化建模。action=execute_bpy:AI 写 bpy 片段,headless 跑,自动导 glb 到 res://。(⚠️ bpy 是全功能 Python,威胁面=宿主 RCE,高于 execute_gdscript 沙箱一个量级。仅约束 glb 导出落点,不约束 bpy 内部文件操作。本地单用户信任模型。)

NameTypeReqDescription
actionstringyes操作类型
codestringyesbpy 建模片段(无需 import/export,godot-mcp 自动包装)
export_pathstringyes相对项目根的 glb 导出路径,可带可选 res:// 前缀(如 assets/models/rock.glb)
project_pathstringGodot 项目目录路径
timeoutnumber超时秒数(默认 60)

No output schema declared.

No examples provided.

confirm_and_execute ~43

Execute a previously blocked tool using a confirmation token. Use this when a tool returns a confirmation_token.

NameTypeReqDescription
tokenstringyesConfirmation token from the blocked tool response

No output schema declared.

No examples provided.

cpp ~230

GDExtension (C++) 脚手架生成。scaffold_gdextension: 在 project_path 下生成完整可编译的 godot-cpp GDExtension 工程骨架(src/类.cpp/.h + register_types + SConstruct + .gdextension + .gitignore + README),不联网/不编译,对齐 godot-cpp 官方 example。

NameTypeReqDescription
actionstringyes操作类型
class_namestring主类名(PascalCase,默认 Example)
forceboolean目标已存在且非空时是否覆盖(默认 false)
godot_versionstringGodot 版本(4.4/4.5/4.6,决定 godot-cpp clone tag 与 .gdextension compatibility_minimum,默认 4.6)
parent_classstring父类(Godot 内置类白名单,默认 Node)
project_pathstringyesGDExtension 工程生成根目录(须在 ALLOWED_PROJECT_PATHS 内)

No output schema declared.

No examples provided.

docs ~125

Query Godot class documentation: get_class_info, search_classes, find_method, get_inheritance.

NameTypeReqDescription
actionstringyesOperation type
class_namestringGodot class name (required for get_class_info, find_method, get_inheritance)
include_inheritedbooleanInclude inherited members (default: true)
limitnumberMax results for search_classes (default: 20)
method_namestringMethod name to find (required for find_method)
querystringSearch query (required for search_classes)

No output schema declared.

No examples provided.

editor ~63

Editor real-time operations: sync_start (start scene tree listening), sync_stop (stop listening), get_scene_tree (get current snapshot). Requires editor mode with plugin connection.

NameTypeReqDescription
actionstringyesOperation type
project_pathstringGodot project directory path

No output schema declared.

No examples provided.

game ~822

游戏桥接操作。安装/卸载: game_bridge_install, game_bridge_uninstall。查询: game_query (ping, get_tree, find_nodes, get_node_properties, get_performance, get_viewport_info, take_screenshot)。写入: game_write (set_node_property, call_method)。输入: game_input (send_key, send_mouse_click, send_mouse_move, send_text, send_touch, send_drag)。等待: game_wait (wait_for_node, wait_for_property)。监控: monitor_start/stop/poll (属性时间线采样)。信号: watch_start/stop/poll (信号事件记录)。UI: find_ui_elements/click_button (UI元素发现+按钮点击)。

NameTypeReqDescription
actionstringyes操作类型
godot_pathstring覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量)
interval_framesnumbermonitor_start: 采样间隔帧数(默认 10,最小 1,最大 300)
interval_msnumbergame_wait 专用:轮询探测间隔(毫秒,默认 200,范围 50-2000)。仅 wait_for_node/wait_for_property 生效
limitnumberfind_ui_elements: 最大返回数(默认 200,上限 500)
max_eventsnumberwatch_start: 最大记录事件数(默认 1000,最大 5000)
methodstringgame_query/game_write/game_input/game_wait 的具体方法。game_query: ping, get_tree, find_nodes, get_node_properties, get_performance, get_viewport_info, take_screenshot。game_write: set_node_property, call_m…
node_pathstringmonitor_start: 要监控的节点路径(如 root/Player)
paramsobject方法参数。game_query: 因方法而异。game_write: set_node_property {path, property, value}, call_method {path, method, args}。game_input: send_key {key, pressed}, send_mouse_click {x, y, button, pressed}, send_mous…
pathstringclick_button: 按钮节点路径(和 text 二选一)
patternstringfind_ui_elements: 名称/文字匹配模式(Godot match 语法)
portnumbergame_bridge_install: 桥接监听端口(当前忽略,始终 9081)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
propertiesarraymonitor_start: 要监控的属性名列表(如 ["position", "health"])
signal_namestringwatch_start: 要监听的信号名(如 "pressed"、"health_changed")
textstringclick_button: 按钮文字(和 path 二选一)
timeoutnumbergame_query/game_write/game_input/game_wait: 超时时间(毫秒,默认 10000)。game_wait 的 timeout 用作整个轮询窗口的总预算(在窗口内反复探测直到条件成立)
typestringfind_ui_elements: 按类型过滤(如 "Button"、"Label")
visible_onlybooleanfind_ui_elements: 仅返回可见元素(默认 true)

No output schema declared.

No examples provided.

godot_advanced_tool ~84

Proxy tool for calling advanced/deactivated Godot tools. Call with { tool_name: "<name>", arguments: {...} }. Currently proxyable tools: test, game_design, verify_delivery, batch, csv_to_resources

NameTypeReqDescription
argumentsobject传给目标工具的参数
tool_namestringyes要调用的目标工具名

No output schema declared.

No examples provided.

godot_get_context ~131

一次返回会话全景(模式/项目/连接/场景快照/最近调用统计/工具组/推荐 workflow/规则/性能),减少反复探路。headless 模式 scene=null。

NameTypeReqDescription
include_performanceboolean是否采集性能(默认 true;仅 bridge 有效)
include_sceneboolean是否采集场景快照(默认 true;headless 恒 null)
project_pathstring项目路径(可选;传了补 project/rules 字段,没传降级 null/[])

No output schema declared.

No examples provided.

godot_list_dynamic_routes ~48

查询 Godot 端已注册但 MCP 侧未定义的工具。需要 Godot 实例连接。

NameTypeReqDescription
categorystring按类别过滤(可选)

No output schema declared.

No examples provided.

godot_list_instances ~39

列出所有发现的 Godot 实例(id/项目/端口/状态)。需要 GODOT_MCP_MULTI_INSTANCE=true。

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

godot_select_instance ~77

选择 Godot 实例(id 或 project_path),后续调用路由到该实例。需要 GODOT_MCP_MULTI_INSTANCE=true。

NameTypeReqDescription
instance_idstring实例 ID(从 godot_list_instances 获取)
project_pathstring项目路径(二选一,优先 instance_id)

No output schema declared.

No examples provided.

load_skill ~139

从本地知识库(GodotPrompter/gd-agentic 等)按关键词检索 SKILL.md。两级检索:name/description 高精度→全文 fallback。返回带来源标注(source/path)和相关性 score 的匹配。缺失库进 missing_libraries 不报错。

NameTypeReqDescription
librariesarray知识库目录绝对路径数组。省略时读 GODOT_SKILL_LIBRARIES 环境变量(逗号分隔)
limitnumber返回上限(默认 10)
querystringyes检索关键词(必填)

No output schema declared.

No examples provided.

manage_tools ~95

动态管理工具组的启用/停用状态。始终可用,不可被禁用。支持 list_groups(列出所有组)、activate(启用组)、deactivate(停用组)、sync(同步连接状态)、reconnect(手动重连)。

NameTypeReqDescription
actionstringyes操作类型
groupsarray目标组名数组(activate/deactivate 时使用)

No output schema declared.

No examples provided.

material ~240

Material and shader operations. Read: read. Write: set_params, create, save, load. Shader: shader_read, shader_write, shader_load_file, shader_save_file, shader_list_templates, shader_apply_template. 运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyesOperation type
codestringshader_write/shader_save_file: shader code
file_pathstringshader_load_file/shader_save_file: file path
load_autoloadsbooleanLoad Autoload context (default true)
material_indexnumberMaterial index (optional, default 0)
material_typestringcreate: material type
node_pathstringScene tree node path
paramsobjectset_params: parameter key-value pairs
project_pathstringGodot project directory path
resource_pathstringsave/load: resource path
shader_pathstringcreate: shader resource path
template_namestringshader_apply_template: template name

No output schema declared.

No examples provided.

nav ~475

导航操作。create_region: 创建 NavigationRegion3D(可选烘焙)。bake_mesh: 烘焙导航网格(耗时较长)。create_agent: 创建 NavigationAgent3D。set_params: 设置导航参数。create_link: 创建 NavigationLink3D。query_path: 查询 3D 导航路径。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
avoidance_enabledbooleancreate_agent: 是否启用避障(默认 false)
bakebooleancreate_region: 是否立即烘焙导航网格(默认 false)
bidirectionalbooleancreate_link: 是否双向通行(默认 true)
end_posobjectquery_path: 终点 {x,y,z}
end_positionobjectcreate_link: 终点位置 {x,y,z}
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
namestringcreate_region/create_agent/create_link: 节点名称
navigation_regionstringquery_path: NavigationRegion3D 节点路径(可选)
node_pathstringbake_mesh/set_params: 目标节点路径
paramsobjectset_params: 导航参数(仅传入需要修改的字段)
parentstringcreate_region/create_agent/create_link: 父节点路径(默认 root)
path_desired_distancenumbercreate_agent: 路径期望距离(默认 0.5)
positionobjectcreate_region: 位置 {x,y,z}
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
start_posobjectquery_path: 起点 {x,y,z}
start_positionobjectcreate_link: 起始位置 {x,y,z}
target_desired_distancenumbercreate_agent: 目标期望距离(默认 1.0)
target_positionobjectcreate_agent: 目标位置 {x,y,z}

No output schema declared.

No examples provided.

particles ~440

创建 GPUParticles2D/3D 节点、设置发射/处理参数、加载预设效果、设置粒子材质。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
amountnumber发射数量(正整数)
dampingnumber阻尼
directionobject发射方向 {x,y,z}
emission_box_extentsobject盒体发射范围 {x,y,z}(emission_shape=box 时有效)
emission_shapestring发射形状
emission_sphere_radiusnumber球体发射半径(emission_shape=sphere 时有效)
explosivenessnumber爆发性(0-1)
gravityobject重力 {x,y,z}
lifetimenumber粒子生命周期(秒)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
material_typestring材质类型(ParticleProcessMaterial)
namestring节点名称(particles_create)
node_pathstring粒子节点路径
node_typestring粒子节点类型(particles_create)
parentstring父节点路径(默认 root)
positionobject位置。3D 用 {x,y,z},2D 用 {x,y}
presetstring预设效果名称
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
randomnessnumber随机性(0-1)
speed_scalenumber速度缩放
spreadnumber扩散角度(0-180 度)

No output schema declared.

No examples provided.

physics ~385

物理系统统一工具。支持 5 种操作:raycast(3D 射线检测)、body_info(物理体碰撞信息)、diagnose(物理诊断,含速度/接触点/碰撞形状/ConcavePolygonShape3D 警告)、query_spatial(空间范围查询碰撞体)、collision_overlay(碰撞形状可视化覆盖层)。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型:raycast | body_info | diagnose | query_spatial | collision_overlay
body_pathstring物理体节点路径(body_info / diagnose 必填)
centerobject查询中心点 {x,y,z}(query_spatial 必填)
collision_masknumber碰撞掩码(raycast / query_spatial 可选)
color_overridestring统一颜色,如 "1,0,0,0.5"(collision_overlay 可选)
exclude_pathsarray排除节点路径数组(raycast 可选)
fromobject射线起点 {x,y,z}(raycast 必填)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
parent_pathstring父节点路径(collision_overlay,默认 root)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
radiusnumber查询半径(query_spatial,默认 10.0)
toobject射线终点 {x,y,z}(raycast 必填)

No output schema declared.

No examples provided.

profiler ~326

性能分析工具。snapshot: 快照(FPS/内存/绘制调用/物理统计)。start/stop: 开始/停止分析会话。get_data: 收集帧级数据,含多维度采样、p99百分位、趋势退化检测、内存趋势、渲染统计。get_active_processes: 遍历场景树查找有 _process/_physics_process 的节点。get_signal_connections: 列出子树所有信号连接。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
dimensionsarray采样维度列表(get_data,默认 ["process"])。有效值: process, physics, nav_process
frame_countnumber采样帧数(get_data,默认 60)
leak_threshold_mbnumber内存泄漏嫌疑阈值 MB(get_data,默认 2.0)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
node_pathstring子树根节点路径(get_active_processes/get_signal_connections,默认 root)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
target_fpsnumber目标帧率,用于帧预算分析(get_data,默认 60)

No output schema declared.

No examples provided.

project ~510

搜索 Godot 项目、获取项目信息、列出文件、读取配置、创建项目、设置项目规则。

NameTypeReqDescription
actionstringyes操作类型
agents_mdboolean创建/追加 AGENTS.md 项目规则(ZCode/Codex/Cursor 等遵循 AGENTS.md 标准的客户端读取,默认 true)
applies_tostring模板:按适用类过滤
ciboolean生成 GitHub Actions CI workflow(默认 false)
claude_mdboolean创建/追加 CLAUDE.md 验证规则(默认 true)
extensionsarray按扩展名过滤(如 [".gd", ".tscn"])
forceboolean覆盖已有配置(默认 false)
godot_versionstringCI 中使用的 Godot 版本(默认 4.4)
hooksboolean创建 .claude/settings.json 的 PostToolUse hook(默认 true)
keystring配置键(write_config,如 "application/config/name")
max_depthnumber最大搜索深度(默认 3)
project_namestring项目名称(默认取文件夹名)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
rendererstring渲染器:"forward_plus"(默认)、"mobile"、"gl_compatibility"
rules_modestring规则文件 reconcile 模式:check(默认,只检测报告)/ update(覆盖版本过时且未动过的文件,保留用户动过的)/ overwrite(全覆盖含本地修改)
script_pathstring模板:目标脚本路径
search_dirstring搜索目录(list_projects)
subdirectorystring限定子目录
tagstring模板:按标签过滤
templatestring项目脚手架模板:2d-platformer / 3d-fps / visual-novel(默认空)
template_idstring模板:模板 ID(如 T008)
valuestring配置值(write_config)
variablesobject模板:变量覆盖

No output schema declared.

No examples provided.

runtime ~306

启动编辑器、运行/停止项目、获取调试输出、运行测试、获取 Godot 版本。

NameTypeReqDescription
actionstringyes操作类型
bridge_timeoutnumberwait_for_bridge 轮询总预算(秒,默认 10)
events_jsonstring录制:JSON 格式的事件序列字符串
file_namestring录制保存:始终自动命名 recording_YYYYMMDD_HHmmss.json(file_name 入参被忽略);但 file_name 须匹配 recording_*.json 格式(否则 INVALID_FILE_NAME),禁止含 / \\ ..
godot_pathstring覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
speednumber录制:回放速度倍率(默认 1.0)
test_scriptstring测试脚本或目录路径(默认 res://test/)
timeoutnumber自动停止秒数(默认 30)
wait_for_bridgebooleantrue 时 spawn 后轮询 bridge 就绪(默认 false,向后兼容)

No output schema declared.

No examples provided.

scene ~698

场景操作。读取/创建: read_scene, create_scene, quick_scene。节点: add_node, batch_add_nodes, edit_node, remove_node。保存/资源: save_scene, load_sprite。查询: query_scene_tree, inspect_node。实例: instance_scene, set_instance_property, detach_instance。

NameTypeReqDescription
actionstringyes操作类型
godot_pathstring覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量)
include_propertiesbooleaninspect_node: 包含属性值(默认 true)
include_signalsbooleaninspect_node: 包含信号连接(默认 true)
instance_pathstringinstance_scene: 要实例化的场景文件(res://scenes/player.tscn)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
max_depthnumberquery_scene_tree/inspect_node: 最大遍历深度
namestringcreate_3d_node: 节点名称
new_pathstringsave_scene: 新保存路径(可选)/ merge_scene: theirs 场景路径(必需)
node_namestringadd_node: 节点名称
node_pathstringinspect_node/edit_node/remove_node/load_sprite/detach_instance/set_instance_property: 节点路径
node_typestringadd_node: 节点类型(如 Sprite2D, Camera2D)
nodesarraybatch_add_nodes: 节点定义数组
operationsarraycommit: 批量操作列表(tile_set/tile_fill/tile_erase/tile_clear/tileset_assign/node_property/node_add)
parentstringcreate_3d_node: 父节点路径(默认 root)
parent_node_pathstringadd_node/instance_scene: 父节点路径(默认 root)
project_pathstringGodot 项目目录路径
propertiesobjectadd_node/edit_node/instance_scene: 属性对象
propertystringset_instance_property: 属性名
root_node_namestringquick_scene: 根节点名称(默认从文件名推导 PascalCase)
root_node_typestringcreate_scene/quick_scene: 根节点类型(默认 Node2D)
savebooleancommit: 是否保存到文件(默认 true)
scene_pathstring场景路径(read_scene 用绝对路径,其余用相对项目路径)
script_contentstringquick_scene: 脚本内容(脚本不存在时自动创建)
script_pathstringquick_scene: 脚本路径(可选)
stop_on_errorbooleancommit: 遇错是否停止(默认 true)
summary_onlybooleanread_scene: 返回摘要而非完整 JSON
texture_pathstringload_sprite: 纹理路径(如 res://assets/player.png)
typestringcreate_3d_node: 节点类型(仅限白名单)
valueset_instance_property: 属性值(string/number/bool/null/array)

No output schema declared.

No examples provided.

screenshot ~433

Screenshot capture and image analysis handoff. capture: capture a Godot scene screenshot in headless mode (experimental). analyze: return the image as MCP image content (base64) for the client vision capability to examine — returns image data, NOT a text description.

NameTypeReqDescription
actionstringyesAction type: capture (take a screenshot) or analyze (AI visual analysis of an image)
frame_delaynumbercapture: Frames to wait before capture (default: 15)
godot_pathstring覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量)
image_pathstringanalyze: Absolute path to the image file (PNG or JPG)
output_pathstringcapture: Output PNG path (absolute). Defaults to <project_path>/screenshot.png
project_pathstringPath to Godot project directory
questionstringanalyze: Question for the AI to answer about the image. Default: "Describe what you see in this game screenshot."
scenestringcapture: Scene file path relative to project (res://scenes/main.tscn). If omitted, captures the default scene or an empty viewport.
viewport_heightnumbercapture: Viewport height in pixels (default: 720)
viewport_widthnumbercapture: Viewport width in pixels (default: 1280)
wait_nodestringcapture: 等待该节点(名或 /root/... 路径)出现在场景树再截图。对分帧构建/异步初始化场景,优先于 frame_delay 生效;超时(固定 300 帧≈5s@60fps,独立于 max_frames)后放弃等待直接截图
wait_textstringcapture: 等待任一 Label/RichTextLabel 的 text 包含该子串再截图;超时同 wait_node(固定 300 帧≈5s@60fps,独立于 max_frames)

No output schema declared.

No examples provided.

script ~541

脚本操作。读写: read_script, write_script。编辑: edit_script(行号/search_and_replace)。执行: execute_gdscript(⚠️ 沙箱仅防误操作,不可用于不可信输入。高安全场景请用 ALLOW_EXECUTE_GDSCRIPT=false 或容器隔离)。测试: generate_test, create_test_scene。批量替换: project_replace。

NameTypeReqDescription
actionstringyes操作类型
auto_validatebooleanedit_script: 自动验证语法并在失败时回滚(默认 true)
codestringexecute_gdscript: 要执行的 GDScript 代码
contentstringwrite_script: GDScript 内容
dry_runbooleanproject_replace: 仅预览不写入(默认 false)
end_linenumberedit_script: 替换结束行(1-based,含)
exclude_dirsarrayproject_replace: 排除目录(默认 [".godot", ".import"])
extensionsarrayproject_replace: 文件扩展名(默认 [".gd"])
godot_pathstring覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量)
indent_modestringedit_script: 缩进模式(默认 raw)
load_autoloadsbooleanexecute_gdscript: 省略时自动检测 autoload 引用;显式 true/false 覆盖自动检测
new_contentstringedit_script: 替换内容
overwritebooleanwrite_script: 覆盖已有文件(默认 false)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
replacestringproject_replace: 替换文本
script_pathstringread_script 用绝对路径;write_script/edit_script/generate_test 用绝对或相对项目路径
searchstringproject_replace: 搜索文本
search_and_replaceobjectedit_script: 内容搜索替换模式(提供时忽略 start_line/end_line)
start_linenumberedit_script: 替换起始行(1-based)
timeoutnumberexecute_gdscript: 超时秒数(默认 30)
verify_contentstringedit_script: 期望内容守卫(不匹配则中止)

No output schema declared.

No examples provided.

self_update ~115

检查/更新 enhanced 自身。check:查 npm 最新版 + 各项目 addon 版本漂移(只读)。update:更新指定项目 addon 到包版本(覆盖安装,需确认)。

NameTypeReqDescription
actionstringyescheck=查版本状态(只读)/ update=更新项目 addon(破坏性,需确认)
project_pathstring目标 Godot 项目路径(update 必填;check 可选,缺省扫 ALLOWED_PROJECT_PATHS 全部)

No output schema declared.

No examples provided.

signal ~253

信号操作。connect/disconnect: 连接/断开信号。emit: 发射信号(参数仅基本类型)。list: 列出节点可用信号。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
argsarrayemit: 信号参数(仅 string/number/bool/null)
flagsnumberconnect: 连接标志(可选,默认 0)
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
method_namestringconnect/disconnect: 目标方法名称
node_pathstringlist: 节点路径
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
signal_namestringconnect/disconnect/emit: 信号名称
source_pathstringconnect/disconnect/emit: 源节点路径(如 root/Player)
target_pathstringconnect/disconnect: 目标节点路径

No output schema declared.

No examples provided.

tilemap ~503

TileMap/TileMapLayer 图块操作。读取: tilemap_read, tilemap_copy。写入: tilemap_set_cell, tilemap_erase_cell, tilemap_fill_rect, tilemap_clear, tilemap_paste, tilemap_set_transform。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
alternative_tilenumber替代图块索引(可选,默认 0)。tilemap_set_cell/fill_rect 使用
atlas_coordsobject图集坐标 Vector2i。tilemap_set_cell/fill_rect 使用
coordsobject图块坐标 Vector2i。tilemap_set_cell/erase_cell/set_transform 使用
flip_hboolean水平翻转(可选,默认 false)。tilemap_set_transform 使用
flip_vboolean垂直翻转(可选,默认 false)。tilemap_set_transform 使用
layernumber图层索引(可选,默认 0)。tilemap_read/set_cell/erase_cell/fill_rect/copy/paste/set_transform 使用;tilemap_clear 不传则清除所有图层
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
node_pathstringTileMap/TileMapLayer 节点路径(如 root/Level/TileMap)
patternobject图块图案(由 tilemap_copy 返回的 pattern 对象)。tilemap_paste 使用
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
regionobject矩形区域 Rect2i。tilemap_read: 读取区域(可选,不传则读取全部已用图块);tilemap_fill_rect: 填充区域
source_idnumberTileSet 源 ID。tilemap_set_cell/fill_rect 使用
source_regionobject源区域 Rect2i。tilemap_copy 使用
targetobject粘贴目标坐标 Vector2i。tilemap_paste 使用
transposeboolean转置(可选,默认 false)。tilemap_set_transform 使用

No output schema declared.

No examples provided.

ui ~741

UI 操作。节点: ui_create_control, ui_container_add, ui_build_layout。布局: ui_set_layout, ui_get_layout, ui_anchor_preset。主题: ui_set_theme, theme_create, theme_set_property。绘图: ui_draw_recipe。运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

NameTypeReqDescription
actionstringyes操作类型
anchorsobjectui_set_layout: 锚点 {left, right, top, bottom},值 0-1
child_namestringui_container_add: 子节点名称
child_propertiesobjectui_container_add: 子节点属性(支持 string/number/bool/null)
child_typestringui_container_add: 子节点 Control 类型
custom_minimum_sizeobjectui_set_layout: 自定义最小尺寸 {x, y}
grow_directionstringui_set_layout: 增长方向
item_typestringtheme_set_property: 属性类型
load_autoloadsboolean是否加载 Autoload 上下文(默认 true)
min_sizeobjectui_set_layout: 最小尺寸 {x, y}
node_namestringui_create_control: 新节点名称
node_pathstring节点路径(ui_set_layout/ui_get_layout/ui_anchor_preset/ui_set_theme/ui_container_add/ui_draw_recipe)
node_typestringui_create_control/ui_container_add: Control 子类类型
offsetsobjectui_set_layout: 边距 {left, right, top, bottom},像素值
opsarrayui_draw_recipe: 绘图操作数组(最多 200 个)
paramsobjectui_set_theme(set_params): 键值对(number/bool/string/array[4]→Color)
parent_node_pathstringui_create_control: 父节点路径(默认 root)
parent_pathstringui_build_layout: 父节点路径
presetstringui_anchor_preset: 锚点预设名称
project_pathstringGodot 项目目录路径
prop_namestringtheme_set_property: 属性名
propertiesobjectui_create_control: 可选属性(支持 string/number/bool/null)
save_pathstringtheme_create: 可选保存路径(res://themes/xxx.tres)
scene_pathstring场景路径(相对项目路径)。ui_set_theme/theme_set_property 可选
source_node_pathstringtheme_create(extract): 源节点路径
theme_actionstringui_set_theme: 操作类型(set_params/create/save/load)
theme_create_actionstringtheme_create: 操作类型(create 创建空 Theme | extract 从节点提取)
theme_node_pathstringtheme_set_property: 拥有 Theme 的节点路径
theme_pathstringui_set_theme: Theme 资源路径(save/load 时必填)
theme_typestringtheme_set_property: Theme 类型名(可选)
treeobjectui_build_layout: UI 节点树(最大深度 10)
valuetheme_set_property: 属性值(default_font/stylebox 为资源路径,color 为 [r,g,b,a],constant 为数字)

No output schema declared.

No examples provided.

validation ~425

运行验证、分析错误、验证项目/脚本、导入资源。一键 headless 运行 + 错误分析,或按需单项检查。

NameTypeReqDescription
actionstringyes操作类型
capture_treeboolean同时捕获场景树快照(默认 false)
check_resourcesboolean检查缺失资源文件(默认 true)
check_scenesboolean验证场景文件结构(默认 true)
check_scriptsboolean检查断裂脚本引用(默认 true)
directorystring扫描目录(相对项目,如 "assets/ui")
exclude_pathsarray排除的目录路径(相对项目根)。默认排除:.godot, .import
extensionsarray导入文件扩展名(默认常见图片/音频/字体类型)
godot_pathstring覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量)
outputstringGodot 运行时输出全文(analyze_error)
project_pathstringGodot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录)
recursiveboolean递归扫描子目录(默认 true)
scenestring可选场景文件路径(run_and_verify)
scene_pathstring场景路径(scope=scene,相对项目,verify_delivery)
scopestring验证范围(verify_delivery 必填): scene/script/full。其他 action 忽略
script_pathstring脚本路径(scope=script,相对项目,verify_delivery)
scriptsarray要验证的脚本路径数组(相对项目)。省略则扫描全部 .gd 文件
timeoutnumber超时秒数(默认 20)

No output schema declared.

No examples provided.

workflow ~286

Development workflow tools. dev_loop: execute GDScript with optional validation, bridge queries, and state saving. scene_snapshot: capture structured scene tree snapshot. batch_validate: validate multiple GDScript files at once.

NameTypeReqDescription
acceptanceobjectdev_loop: Optional acceptance criteria
actionstringyesAction type
bridgeobjectdev_loop: Optional Game Bridge for screenshot/query validation
codestringdev_loop: GDScript code to execute (snippet or full extends SceneTree)
godot_pathstring覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量)
load_autoloadsbooleandev_loop: Load Autoload context (default: true)
max_depthnumberscene_snapshot: Max tree depth (default: 5)
project_pathstringPath to Godot project directory
save_stateobjectdev_loop: Save session state to file
scene_pathstringscene_snapshot: Scene file path relative to project
scriptsarraybatch_validate: Array of script paths relative to project
timeoutnumberdev_loop: Timeout per step in seconds (default: 30)
verifybooleandev_loop: Also run project validation after execution (default: false)

No output schema declared.

No examples provided.