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Erodenn/godot-mcp-runtime

v0.5.1 Feature

This release adds 3 notable features for engineering teams evaluating rollout.

Published 2mo MCP Developer Tools
✓ No known CVEs patched
Read the diff → Tool health → What is this tool? →

✓ No known CVEs patched in this version

Summary

AI summary

Tool definitions now include preconditions, sequencing constraints, side effects, return formats, and runtime tools require run_project prerequisite with a 2‑3 s bridge init wait.

Full changelog

What's Changed

Overhauled tool definitions and success responses to teach agents correct usage patterns through use — not just through documentation.

Tool Definitions

  • All 11 tools now include preconditions, sequencing constraints, side effects, and return formats in their descriptions
  • Runtime tools (take_screenshot, simulate_input, get_ui_elements, run_script, get_debug_output) explicitly state the run_project prerequisite and 2–3s bridge init timing
  • manage_scene and manage_node warn that mutations are in-memory until save is called
  • simulate_input breaks down valid fields per action type in the description
  • manage_uids now states the Godot 4.4+ requirement upfront
  • manage_node value param documents JSON type mapping and when to use run_script instead
  • launch_editor clarifies it's GUI-only and can't be automated

Success Responses

  • run_project reminds agents to wait before using runtime tools and always call stop_project
  • simulate_input prompts agents to verify with take_screenshot
  • get_ui_elements prompts agents to act with simulate_input + click_element
  • run_script prompts agents to verify visual changes with take_screenshot
  • get_debug_output signals when to call stop_project after process exit
  • add_autoload warns about headless crash risk
  • Scene/node mutation operations remind agents to save

README

  • Runtime section notes the 2–3s bridge initialization wait
  • manage_scene and manage_node sections document the in-memory → save pattern

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About Erodenn/godot-mcp-runtime

MCP server for Godot 4.x with runtime control via injected UDP bridge: input simulation, screenshots, UI discovery, and live GDScript execution while the game is running.

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Beta — feedback welcome: [email protected]