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
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
- Source repository is publicly reachable at the declared URL. View diagnostics → Pass
- 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 8 days ago).Pass
- Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
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
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
claude mcp add wgt19861219-godot-mcp-enhanced -- npx -y godot-mcp-enhanced
codex mcp add wgt19861219-godot-mcp-enhanced -- npx -y godot-mcp-enhanced
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"wgt19861219-godot-mcp-enhanced": {
"type": "local",
"command": [
"npx",
"-y",
"godot-mcp-enhanced"
],
"enabled": true
}
}
} openclaw mcp add wgt19861219-godot-mcp-enhanced --command npx --arg -y --arg godot-mcp-enhanced
mcp_servers:
wgt19861219-godot-mcp-enhanced:
command: "npx"
args: ["-y", "godot-mcp-enhanced"] {
"mcpServers": {
"wgt19861219-godot-mcp-enhanced": {
"command": "npx",
"args": [
"-y",
"godot-mcp-enhanced"
]
}
}
} 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.
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.
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.
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)。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | — |
| debug | boolean | — | deploy: --export-debug(默认 true) |
| device_serial | string | — | deploy: 设备 serial(adb -s) |
| filter | string | — | logcat: 过滤(如 *:E / GDScript:*) |
| launch | boolean | — | deploy: 安装后启动(默认 true) |
| lines | number | — | logcat: dump 行数(默认 100) |
| preset_index | number | — | deploy: preset 索引 |
| preset_name | string | — | get_preset_info/deploy: preset 名 |
| project_path | string | — | Godot 项目目录 |
| skip_export | boolean | — | deploy: 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| animation_name | string | — | 动画名称 |
| args | array | — | 方法参数 |
| blend_time | number | — | 混合过渡时间(秒)(blend) |
| bone_name | string | — | IK:骨骼名 |
| custom_blend | number | — | 自定义混合时间,-1 为默认(play) |
| custom_speed | number | — | 播放速度,默认 1.0(play) |
| from_end | boolean | — | 从末尾开始播放(play) |
| insert_at | number | — | 轨道插入位置,-1 为末尾(add_track) |
| keep_state | boolean | — | 停止时保持状态(stop) |
| keyframe_index | number | — | 关键帧索引 |
| length | number | — | 动画长度(秒) |
| library_name | string | — | 动画库名称(create/delete) |
| limit | number | — | IK:最大返回数量 |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| loop_mode | string | — | 循环模式 |
| method_name | string | — | 方法名(method 轨道) |
| node_path | string | — | AnimationPlayer 节点路径(除 list_players 外必填) |
| parent | string | — | IK:父节点路径 |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| properties | object | — | IK:属性键值对 |
| root_path | string | — | 搜索起始节点路径(list_players) |
| seconds | number | — | 跳转位置(秒)(seek) |
| speed | number | — | 播放速度,默认 1.0(blend) |
| step | number | — | 关键帧对齐步进值 |
| target_nodepath | string | — | IK:目标节点路径 |
| time | number | — | 关键帧时间(秒) |
| track_index | number | — | 轨道索引 |
| track_path | string | — | 轨道路径,如 "Sprite2D:frame"(add_track) |
| track_type | string | — | 轨道类型(add_track) |
| transition | number | — | 过渡曲线,1.0=线性 |
| type | string | — | IK:IK 类型 |
| update | boolean | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| animation_name | string | — | 动画名称 |
| in_handle | object | — | 入控制柄坐标(set_curve) |
| insert_at | number | — | 轨道插入位置,-1 为末尾(add_track 时可选) |
| keyframe_index | number | — | 关键帧索引(remove_keyframe/update_keyframe/set_curve 时必填) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| node_path | string | — | AnimationPlayer 节点路径 |
| out_handle | object | — | 出控制柄坐标(set_curve) |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| time | number | — | 关键帧时间(秒)(add_keyframe 时必填) |
| track_index | number | — | 轨道索引 |
| track_path | string | — | 轨道路径,如 "Sprite2D:frame"(add_track 时可选) |
| track_type | string | — | 轨道类型(add_track 时必填) |
| transition | number | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 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 |
| animation | string | — | 关联的 Animation 名称(animtree_add_state 时使用) |
| animation_player_path | string | — | AnimationPlayer 的 NodePath(animtree_create 时使用) |
| conditions | array | — | 转换条件列表(animtree_add_transition 时使用) |
| from_state | string | — | 源状态名称(animtree_add_transition 时使用) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| name | string | — | AnimationTree 节点名称(animtree_create 时使用) |
| node_path | string | — | AnimationTree 节点路径 |
| parameter_name | string | — | 参数名称 |
| parent | string | — | 父节点路径(animtree_create 时使用,默认 root) |
| position | object | — | 位置 {x, y} |
| project_path | string | — | Godot 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_name | string | — | 状态名称 |
| to_state | string | — | 目标状态名称(animtree_add_transition 时使用) |
| tree_root_type | string | — | 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_time | number | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| align | string | — | path 朝向(默认 path) |
| align_vertices | boolean | — | path continuous+spacing: 折线顶点段边界对齐 |
| count | number | — | path discrete: 等数量(与 spacing 互斥) |
| items | array | — | batch: [{shape,params,material,name,...}] ≤64 |
| material | string|object|null | — | 预设名 / PBR dict(color(hex),alpha,emissive,metallic,roughness)/ res://.tres / null |
| mode | string | — | path 采样模式 |
| name | string | — | 节点名(碰撞自增 _001) |
| node_path | string | — | save: 要存的子树节点路径 |
| params | object | — | shape 参数(见 list_shapes 默认值) |
| parent | string | — | 父节点路径(绝对 /Root/X 或相对 X/Y) |
| path | array | — | path: [[x,y,z],...] ≥2 点(与 path_node 互斥) |
| path_node | string | — | path: 场景 Path3D 节点路径(与 path 互斥) |
| position | array | — | [x,y,z] |
| project_path | string | — | Godot 项目目录 |
| resource_path | string | — | save: res://xxx.tscn 输出路径 |
| rotation | array | — | [x,y,z] 弧度 |
| scale | array | — | [x,y,z] |
| shape | string | — | create/path: shape 名(见 list_shapes) |
| spacing | number | — | path 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| bus | string | — | play/set_param: 音频总线名称 |
| from_position | number | — | play: 从指定位置开始播放(秒) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| node_path | string | — | 音频节点路径 |
| param | string | — | set_param: 参数名 |
| pitch_scale | number | — | play: 音调缩放(0.01 到 100) |
| project_path | string | — | Godot 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_path | string | — | play: 音频资源路径(res://...),不传则播放已配置的 |
| value | — | — | set_param: 参数值(number for volume_db/pitch_scale, string for bus) |
| volume_db | number | — | play: 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。)
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| code | string | yes | bpy 建模片段(无需 import/export,godot-mcp 自动包装) |
| export_path | string | yes | 相对项目根的 glb 导出路径,可带可选 res:// 前缀(如 assets/models/rock.glb) |
| project_path | string | — | Godot 项目目录路径 |
| timeout | number | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| token | string | yes | Confirmation 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| class_name | string | — | 主类名(PascalCase,默认 Example) |
| force | boolean | — | 目标已存在且非空时是否覆盖(默认 false) |
| godot_version | string | — | Godot 版本(4.4/4.5/4.6,决定 godot-cpp clone tag 与 .gdextension compatibility_minimum,默认 4.6) |
| parent_class | string | — | 父类(Godot 内置类白名单,默认 Node) |
| project_path | string | yes | GDExtension 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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Operation type |
| class_name | string | — | Godot class name (required for get_class_info, find_method, get_inheritance) |
| include_inherited | boolean | — | Include inherited members (default: true) |
| limit | number | — | Max results for search_classes (default: 20) |
| method_name | string | — | Method name to find (required for find_method) |
| query | string | — | Search 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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Operation type |
| project_path | string | — | Godot 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)。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| godot_path | string | — | 覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量) |
| interval_frames | number | — | monitor_start: 采样间隔帧数(默认 10,最小 1,最大 300) |
| interval_ms | number | — | game_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 |
| limit | number | — | find_ui_elements: 最大返回数(默认 200,上限 500) |
| max_events | number | — | watch_start: 最大记录事件数(默认 1000,最大 5000) |
| method | string | — | game_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_path | string | — | monitor_start: 要监控的节点路径(如 root/Player) |
| params | object | — | 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… |
| path | string | — | click_button: 按钮节点路径(和 text 二选一) |
| pattern | string | — | find_ui_elements: 名称/文字匹配模式(Godot match 语法) |
| port | number | — | game_bridge_install: 桥接监听端口(当前忽略,始终 9081) |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| properties | array | — | monitor_start: 要监控的属性名列表(如 ["position", "health"]) |
| signal_name | string | — | watch_start: 要监听的信号名(如 "pressed"、"health_changed") |
| text | string | — | click_button: 按钮文字(和 path 二选一) |
| timeout | number | — | game_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) |
| type | string | — | find_ui_elements: 按类型过滤(如 "Button"、"Label") |
| visible_only | boolean | — | find_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
| Name | Type | Req | Description |
|---|---|---|---|
| arguments | object | — | 传给目标工具的参数 |
| tool_name | string | yes | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| include_performance | boolean | — | 是否采集性能(默认 true;仅 bridge 有效) |
| include_scene | boolean | — | 是否采集场景快照(默认 true;headless 恒 null) |
| project_path | string | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| category | string | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| instance_id | string | — | 实例 ID(从 godot_list_instances 获取) |
| project_path | string | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| libraries | array | — | 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) |
| limit | number | — | 返回上限(默认 10) |
| query | string | yes | 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)。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| groups | array | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Operation type |
| code | string | — | shader_write/shader_save_file: shader code |
| file_path | string | — | shader_load_file/shader_save_file: file path |
| load_autoloads | boolean | — | Load Autoload context (default true) |
| material_index | number | — | Material index (optional, default 0) |
| material_type | string | — | create: material type |
| node_path | string | — | Scene tree node path |
| params | object | — | set_params: parameter key-value pairs |
| project_path | string | — | Godot project directory path |
| resource_path | string | — | save/load: resource path |
| shader_path | string | — | create: shader resource path |
| template_name | string | — | shader_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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| avoidance_enabled | boolean | — | create_agent: 是否启用避障(默认 false) |
| bake | boolean | — | create_region: 是否立即烘焙导航网格(默认 false) |
| bidirectional | boolean | — | create_link: 是否双向通行(默认 true) |
| end_pos | object | — | query_path: 终点 {x,y,z} |
| end_position | object | — | create_link: 终点位置 {x,y,z} |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| name | string | — | create_region/create_agent/create_link: 节点名称 |
| navigation_region | string | — | query_path: NavigationRegion3D 节点路径(可选) |
| node_path | string | — | bake_mesh/set_params: 目标节点路径 |
| params | object | — | set_params: 导航参数(仅传入需要修改的字段) |
| parent | string | — | create_region/create_agent/create_link: 父节点路径(默认 root) |
| path_desired_distance | number | — | create_agent: 路径期望距离(默认 0.5) |
| position | object | — | create_region: 位置 {x,y,z} |
| project_path | string | — | Godot 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_pos | object | — | query_path: 起点 {x,y,z} |
| start_position | object | — | create_link: 起始位置 {x,y,z} |
| target_desired_distance | number | — | create_agent: 目标期望距离(默认 1.0) |
| target_position | object | — | create_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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| amount | number | — | 发射数量(正整数) |
| damping | number | — | 阻尼 |
| direction | object | — | 发射方向 {x,y,z} |
| emission_box_extents | object | — | 盒体发射范围 {x,y,z}(emission_shape=box 时有效) |
| emission_shape | string | — | 发射形状 |
| emission_sphere_radius | number | — | 球体发射半径(emission_shape=sphere 时有效) |
| explosiveness | number | — | 爆发性(0-1) |
| gravity | object | — | 重力 {x,y,z} |
| lifetime | number | — | 粒子生命周期(秒) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| material_type | string | — | 材质类型(ParticleProcessMaterial) |
| name | string | — | 节点名称(particles_create) |
| node_path | string | — | 粒子节点路径 |
| node_type | string | — | 粒子节点类型(particles_create) |
| parent | string | — | 父节点路径(默认 root) |
| position | object | — | 位置。3D 用 {x,y,z},2D 用 {x,y} |
| preset | string | — | 预设效果名称 |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| randomness | number | — | 随机性(0-1) |
| speed_scale | number | — | 速度缩放 |
| spread | number | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型:raycast | body_info | diagnose | query_spatial | collision_overlay |
| body_path | string | — | 物理体节点路径(body_info / diagnose 必填) |
| center | object | — | 查询中心点 {x,y,z}(query_spatial 必填) |
| collision_mask | number | — | 碰撞掩码(raycast / query_spatial 可选) |
| color_override | string | — | 统一颜色,如 "1,0,0,0.5"(collision_overlay 可选) |
| exclude_paths | array | — | 排除节点路径数组(raycast 可选) |
| from | object | — | 射线起点 {x,y,z}(raycast 必填) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| parent_path | string | — | 父节点路径(collision_overlay,默认 root) |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| radius | number | — | 查询半径(query_spatial,默认 10.0) |
| to | object | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| dimensions | array | — | 采样维度列表(get_data,默认 ["process"])。有效值: process, physics, nav_process |
| frame_count | number | — | 采样帧数(get_data,默认 60) |
| leak_threshold_mb | number | — | 内存泄漏嫌疑阈值 MB(get_data,默认 2.0) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| node_path | string | — | 子树根节点路径(get_active_processes/get_signal_connections,默认 root) |
| project_path | string | — | Godot 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_fps | number | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| agents_md | boolean | — | 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_to | string | — | 模板:按适用类过滤 |
| ci | boolean | — | 生成 GitHub Actions CI workflow(默认 false) |
| claude_md | boolean | — | 创建/追加 CLAUDE.md 验证规则(默认 true) |
| extensions | array | — | 按扩展名过滤(如 [".gd", ".tscn"]) |
| force | boolean | — | 覆盖已有配置(默认 false) |
| godot_version | string | — | CI 中使用的 Godot 版本(默认 4.4) |
| hooks | boolean | — | 创建 .claude/settings.json 的 PostToolUse hook(默认 true) |
| key | string | — | 配置键(write_config,如 "application/config/name") |
| max_depth | number | — | 最大搜索深度(默认 3) |
| project_name | string | — | 项目名称(默认取文件夹名) |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| renderer | string | — | 渲染器:"forward_plus"(默认)、"mobile"、"gl_compatibility" |
| rules_mode | string | — | 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_path | string | — | 模板:目标脚本路径 |
| search_dir | string | — | 搜索目录(list_projects) |
| subdirectory | string | — | 限定子目录 |
| tag | string | — | 模板:按标签过滤 |
| template | string | — | 项目脚手架模板:2d-platformer / 3d-fps / visual-novel(默认空) |
| template_id | string | — | 模板:模板 ID(如 T008) |
| value | string | — | 配置值(write_config) |
| variables | object | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| bridge_timeout | number | — | wait_for_bridge 轮询总预算(秒,默认 10) |
| events_json | string | — | 录制:JSON 格式的事件序列字符串 |
| file_name | string | — | 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_path | string | — | 覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| speed | number | — | 录制:回放速度倍率(默认 1.0) |
| test_script | string | — | 测试脚本或目录路径(默认 res://test/) |
| timeout | number | — | 自动停止秒数(默认 30) |
| wait_for_bridge | boolean | — | true 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| godot_path | string | — | 覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量) |
| include_properties | boolean | — | inspect_node: 包含属性值(默认 true) |
| include_signals | boolean | — | inspect_node: 包含信号连接(默认 true) |
| instance_path | string | — | instance_scene: 要实例化的场景文件(res://scenes/player.tscn) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| max_depth | number | — | query_scene_tree/inspect_node: 最大遍历深度 |
| name | string | — | create_3d_node: 节点名称 |
| new_path | string | — | save_scene: 新保存路径(可选)/ merge_scene: theirs 场景路径(必需) |
| node_name | string | — | add_node: 节点名称 |
| node_path | string | — | inspect_node/edit_node/remove_node/load_sprite/detach_instance/set_instance_property: 节点路径 |
| node_type | string | — | add_node: 节点类型(如 Sprite2D, Camera2D) |
| nodes | array | — | batch_add_nodes: 节点定义数组 |
| operations | array | — | commit: 批量操作列表(tile_set/tile_fill/tile_erase/tile_clear/tileset_assign/node_property/node_add) |
| parent | string | — | create_3d_node: 父节点路径(默认 root) |
| parent_node_path | string | — | add_node/instance_scene: 父节点路径(默认 root) |
| project_path | string | — | Godot 项目目录路径 |
| properties | object | — | add_node/edit_node/instance_scene: 属性对象 |
| property | string | — | set_instance_property: 属性名 |
| root_node_name | string | — | quick_scene: 根节点名称(默认从文件名推导 PascalCase) |
| root_node_type | string | — | create_scene/quick_scene: 根节点类型(默认 Node2D) |
| save | boolean | — | commit: 是否保存到文件(默认 true) |
| scene_path | string | — | 场景路径(read_scene 用绝对路径,其余用相对项目路径) |
| script_content | string | — | quick_scene: 脚本内容(脚本不存在时自动创建) |
| script_path | string | — | quick_scene: 脚本路径(可选) |
| stop_on_error | boolean | — | commit: 遇错是否停止(默认 true) |
| summary_only | boolean | — | read_scene: 返回摘要而非完整 JSON |
| texture_path | string | — | load_sprite: 纹理路径(如 res://assets/player.png) |
| type | string | — | create_3d_node: 节点类型(仅限白名单) |
| value | — | — | set_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.
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | Action type: capture (take a screenshot) or analyze (AI visual analysis of an image) |
| frame_delay | number | — | capture: Frames to wait before capture (default: 15) |
| godot_path | string | — | 覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量) |
| image_path | string | — | analyze: Absolute path to the image file (PNG or JPG) |
| output_path | string | — | capture: Output PNG path (absolute). Defaults to <project_path>/screenshot.png |
| project_path | string | — | Path to Godot project directory |
| question | string | — | analyze: Question for the AI to answer about the image. Default: "Describe what you see in this game screenshot." |
| scene | string | — | capture: Scene file path relative to project (res://scenes/main.tscn). If omitted, captures the default scene or an empty viewport. |
| viewport_height | number | — | capture: Viewport height in pixels (default: 720) |
| viewport_width | number | — | capture: Viewport width in pixels (default: 1280) |
| wait_node | string | — | capture: 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_text | string | — | capture: 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| auto_validate | boolean | — | edit_script: 自动验证语法并在失败时回滚(默认 true) |
| code | string | — | execute_gdscript: 要执行的 GDScript 代码 |
| content | string | — | write_script: GDScript 内容 |
| dry_run | boolean | — | project_replace: 仅预览不写入(默认 false) |
| end_line | number | — | edit_script: 替换结束行(1-based,含) |
| exclude_dirs | array | — | project_replace: 排除目录(默认 [".godot", ".import"]) |
| extensions | array | — | project_replace: 文件扩展名(默认 [".gd"]) |
| godot_path | string | — | 覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量) |
| indent_mode | string | — | edit_script: 缩进模式(默认 raw) |
| load_autoloads | boolean | — | execute_gdscript: 省略时自动检测 autoload 引用;显式 true/false 覆盖自动检测 |
| new_content | string | — | edit_script: 替换内容 |
| overwrite | boolean | — | write_script: 覆盖已有文件(默认 false) |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| replace | string | — | project_replace: 替换文本 |
| script_path | string | — | read_script 用绝对路径;write_script/edit_script/generate_test 用绝对或相对项目路径 |
| search | string | — | project_replace: 搜索文本 |
| search_and_replace | object | — | edit_script: 内容搜索替换模式(提供时忽略 start_line/end_line) |
| start_line | number | — | edit_script: 替换起始行(1-based) |
| timeout | number | — | execute_gdscript: 超时秒数(默认 30) |
| verify_content | string | — | edit_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)。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | check=查版本状态(只读)/ update=更新项目 addon(破坏性,需确认) |
| project_path | string | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| args | array | — | emit: 信号参数(仅 string/number/bool/null) |
| flags | number | — | connect: 连接标志(可选,默认 0) |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| method_name | string | — | connect/disconnect: 目标方法名称 |
| node_path | string | — | list: 节点路径 |
| project_path | string | — | Godot 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_name | string | — | connect/disconnect/emit: 信号名称 |
| source_path | string | — | connect/disconnect/emit: 源节点路径(如 root/Player) |
| target_path | string | — | connect/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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| alternative_tile | number | — | 替代图块索引(可选,默认 0)。tilemap_set_cell/fill_rect 使用 |
| atlas_coords | object | — | 图集坐标 Vector2i。tilemap_set_cell/fill_rect 使用 |
| coords | object | — | 图块坐标 Vector2i。tilemap_set_cell/erase_cell/set_transform 使用 |
| flip_h | boolean | — | 水平翻转(可选,默认 false)。tilemap_set_transform 使用 |
| flip_v | boolean | — | 垂直翻转(可选,默认 false)。tilemap_set_transform 使用 |
| layer | number | — | 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_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| node_path | string | — | TileMap/TileMapLayer 节点路径(如 root/Level/TileMap) |
| pattern | object | — | 图块图案(由 tilemap_copy 返回的 pattern 对象)。tilemap_paste 使用 |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| region | object | — | 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_id | number | — | TileSet 源 ID。tilemap_set_cell/fill_rect 使用 |
| source_region | object | — | 源区域 Rect2i。tilemap_copy 使用 |
| target | object | — | 粘贴目标坐标 Vector2i。tilemap_paste 使用 |
| transpose | boolean | — | 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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| anchors | object | — | ui_set_layout: 锚点 {left, right, top, bottom},值 0-1 |
| child_name | string | — | ui_container_add: 子节点名称 |
| child_properties | object | — | ui_container_add: 子节点属性(支持 string/number/bool/null) |
| child_type | string | — | ui_container_add: 子节点 Control 类型 |
| custom_minimum_size | object | — | ui_set_layout: 自定义最小尺寸 {x, y} |
| grow_direction | string | — | ui_set_layout: 增长方向 |
| item_type | string | — | theme_set_property: 属性类型 |
| load_autoloads | boolean | — | 是否加载 Autoload 上下文(默认 true) |
| min_size | object | — | ui_set_layout: 最小尺寸 {x, y} |
| node_name | string | — | ui_create_control: 新节点名称 |
| node_path | string | — | 节点路径(ui_set_layout/ui_get_layout/ui_anchor_preset/ui_set_theme/ui_container_add/ui_draw_recipe) |
| node_type | string | — | ui_create_control/ui_container_add: Control 子类类型 |
| offsets | object | — | ui_set_layout: 边距 {left, right, top, bottom},像素值 |
| ops | array | — | ui_draw_recipe: 绘图操作数组(最多 200 个) |
| params | object | — | ui_set_theme(set_params): 键值对(number/bool/string/array[4]→Color) |
| parent_node_path | string | — | ui_create_control: 父节点路径(默认 root) |
| parent_path | string | — | ui_build_layout: 父节点路径 |
| preset | string | — | ui_anchor_preset: 锚点预设名称 |
| project_path | string | — | Godot 项目目录路径 |
| prop_name | string | — | theme_set_property: 属性名 |
| properties | object | — | ui_create_control: 可选属性(支持 string/number/bool/null) |
| save_path | string | — | theme_create: 可选保存路径(res://themes/xxx.tres) |
| scene_path | string | — | 场景路径(相对项目路径)。ui_set_theme/theme_set_property 可选 |
| source_node_path | string | — | theme_create(extract): 源节点路径 |
| theme_action | string | — | ui_set_theme: 操作类型(set_params/create/save/load) |
| theme_create_action | string | — | theme_create: 操作类型(create 创建空 Theme | extract 从节点提取) |
| theme_node_path | string | — | theme_set_property: 拥有 Theme 的节点路径 |
| theme_path | string | — | ui_set_theme: Theme 资源路径(save/load 时必填) |
| theme_type | string | — | theme_set_property: Theme 类型名(可选) |
| tree | object | — | ui_build_layout: UI 节点树(最大深度 10) |
| value | — | — | theme_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。
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | 操作类型 |
| capture_tree | boolean | — | 同时捕获场景树快照(默认 false) |
| check_resources | boolean | — | 检查缺失资源文件(默认 true) |
| check_scenes | boolean | — | 验证场景文件结构(默认 true) |
| check_scripts | boolean | — | 检查断裂脚本引用(默认 true) |
| directory | string | — | 扫描目录(相对项目,如 "assets/ui") |
| exclude_paths | array | — | 排除的目录路径(相对项目根)。默认排除:.godot, .import |
| extensions | array | — | 导入文件扩展名(默认常见图片/音频/字体类型) |
| godot_path | string | — | 覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量) |
| output | string | — | Godot 运行时输出全文(analyze_error) |
| project_path | string | — | Godot 项目目录路径(可选,默认使用 GODOT_PROJECT_PATH 环境变量或当前目录) |
| recursive | boolean | — | 递归扫描子目录(默认 true) |
| scene | string | — | 可选场景文件路径(run_and_verify) |
| scene_path | string | — | 场景路径(scope=scene,相对项目,verify_delivery) |
| scope | string | — | 验证范围(verify_delivery 必填): scene/script/full。其他 action 忽略 |
| script_path | string | — | 脚本路径(scope=script,相对项目,verify_delivery) |
| scripts | array | — | 要验证的脚本路径数组(相对项目)。省略则扫描全部 .gd 文件 |
| timeout | number | — | 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.
| Name | Type | Req | Description |
|---|---|---|---|
| acceptance | object | — | dev_loop: Optional acceptance criteria |
| action | string | yes | Action type |
| bridge | object | — | dev_loop: Optional Game Bridge for screenshot/query validation |
| code | string | — | dev_loop: GDScript code to execute (snippet or full extends SceneTree) |
| godot_path | string | — | 覆盖 Godot 二进制路径(可选,优先于项目配置和环境变量) |
| load_autoloads | boolean | — | dev_loop: Load Autoload context (default: true) |
| max_depth | number | — | scene_snapshot: Max tree depth (default: 5) |
| project_path | string | — | Path to Godot project directory |
| save_state | object | — | dev_loop: Save session state to file |
| scene_path | string | — | scene_snapshot: Scene file path relative to project |
| scripts | array | — | batch_validate: Array of script paths relative to project |
| timeout | number | — | dev_loop: Timeout per step in seconds (default: 30) |
| verify | boolean | — | dev_loop: Also run project validation after execution (default: false) |
No output schema declared.
No examples provided.