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Erodenn/godot-mcp-runtime

v1.0.0 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

Affected surfaces

breaking_upgrade auth

Summary

AI summary

Adds new validation and project management tools, marking the first stable Godot MCP Server release.

Full changelog

What's new in 1.0

This release marks the first stable version of the Godot MCP Server. The tool set is complete, the output is tuned for agent use, and the architecture is solid enough to call it done.

New tools

  • validate — validate GDScript syntax or scene file integrity before attaching or running. Returns structured errors with line numbers when available.
  • manage_node: duplicate — duplicate a node within a scene
  • manage_node: get_signals, connect_signal, disconnect_signal — full signal management
  • manage_project: get_filesystem_tree — get the full project file tree with types and extensions
  • manage_project: search_in_files — search for a string across all project source files
  • manage_project: get_scene_dependencies — list all resources a scene depends on
  • manage_project: get_project_settings — read settings from project.godot by section and key

Fixes and improvements

  • MCP bridge UDP server now binds to 127.0.0.1 only (previously bound to all interfaces)
  • Improved headless error detection — Godot process failures are caught and reported accurately
  • Tool descriptions and response messages overhauled to guide agent behavior: next steps, timing constraints, and cleanup reminders are built into every response
  • README rewritten with full tool coverage and a clearer explanation of what this server is actually for

What this is

Think of it as Playwright MCP for Godot. Playwright lets agents verify that a web app works by driving a real browser. This does the same thing for games: run the project, take a screenshot, simulate input, read the UI, execute a script against the live scene tree. The agent closes the loop on its own changes rather than handing off to you to verify.

It's not a playtesting replacement. It's a way for agents to check their work.

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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]