godot-ai
What It Is
MCP server for driving and inspecting the live Godot editor and running game
(scenes, nodes, screenshots, autoloads, etc). Upstream
hi-godot/godot-ai, vendored at
addons/godot_ai and enabled in project.godot.
How to Reach It
Available as mcp__godot-ai__* tools — project_run to launch the game,
scene_open/scene_get_hierarchy/node_get_properties/node_find to
inspect a scene, node_create/node_set_property to edit one,
script_create/script_attach/script_patch for GDScript files,
editor_screenshot to see the editor visually, logs_read for output, and
the *_manage rollups (scene_manage, node_manage, animation_manage,
material_manage, camera_manage, etc.) for less common operations.
When to Reach for It
The trigger is scene, node, editor, or running-game state. If the question is what a node's property is after some interaction, whether a scene looks right, or what the running game logs, this is the tool.
Pure core/ logic is not that. core/ is Node-free by construction —
tests/unit/test_layer_boundaries.gd enforces it — so there is no editor or
scene state there for godot-ai to inspect. For "what does this function
return" or "how does this state object transition", a GUT test under
tests/unit/ reaches everything there is to reach, and a throwaway one
(deleted afterwards) is the fastest way to answer a one-off question.
This distinction is worth making explicitly rather than by feel: a task with no scenes in it can otherwise skip the question of whether godot-ai applies without ever noticing it was asked.