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youichi-uda/godot-mcp-pro releases

Premium MCP server for Godot game engine with 84 tools for scene editing, scripting, animation, tilemap, shader, input simulation, and runtime debugging.

All releases

16 shown

Review required
v1.14.0 Breaking risk
Auth Breaking upgrade RCE / SSRF

Dry-run default for cross‑scene writes

No immediate action
v1.13.2 Breaking risk

Port allocation race fix

No immediate action
v1.13.1 Breaking risk

Dead‑connection heartbeat fix

v1.13.0 Bug fix
⚠ Upgrade required
  • `setup` no longer pins `GODOT_MCP_PORT`; client config now allows the server to auto‑scan ports 6505–6509.
Full changelog

v1.13.0 — Bug Fixes & Polish

Fixed

  • simulate_mouse_move honors explicit unhandled: false (#24, #25) — UI drag-and-drop tests can now opt back into normal GUI dispatch by passing unhandled: false explicitly. Auto-promotion for camera-pan drag motions still kicks in when unhandled is omitted.
  • v1.12.0 build blocker — Restored missing utils/load-instructions.ts. Fresh clones of v1.12.0 failed npm run build; v1.13.0 builds clean.

Changed

  • setup no longer pins GODOT_MCP_PORT (#27) — Generated client config omits the env var so the server can auto-scan ports 6505–6509. Pinning caused silent failures when a stale process held the port.
  • Site JSON-LD price → $15 (#26).

Improved

  • README clarity (issue #7 follow-up) — More prominent note that the public repo ships the addon only.
  • build-release.sh portability — Falls back to system zip / python3 when 7-Zip is missing.

Full changelog: https://github.com/youichi-uda/godot-mcp-pro/blob/master/CHANGELOG.md

v1.12.0 New feature
Notable features
  • Added `list_android_devices` wrapper for `adb devices -l`
  • Added `get_android_preset_info` to read Android export preset metadata
  • Added `deploy_to_android` tool to export, install via adb, and launch
Full changelog

Features

  • Android Remote Deploy (#20) — 3 new MCP tools (Full mode):
    • list_android_devicesadb devices -l wrapper
    • get_android_preset_info — reads metadata from Android export preset
    • deploy_to_android — export → adb install -r → launch pipeline

Bug Fixes

  • get_game_user_dir() (#21) — now handles use_custom_user_dir=true and illegal chars in config/name via validate_filename() sanitization, matching Godot's own ProjectSettings::_init logic. Thanks @asim9834 for the detailed repro + patch.

Tool counts

| Mode | Tools |
|------|-------|
| Full | 172 (+3) |
| --3d | 100 (unchanged) |
| --lite | 81 (unchanged) |
| --minimal | 35 (unchanged) |

Full release zip (with MCP server) available on Buy Me a Coffee and itch.io.

v1.11.0 New feature
Notable features
  • `--3d` flag registers exactly 100 tools (81 core LITE + Physics, AnimationTree, Navigation) for environments with a 100‑tool limit
Full changelog

New: --3d mode (100 tools)

Registers exactly 100 tools — the 81 core LITE tools plus Physics (6), AnimationTree (8), and Navigation (5). Designed for clients with a 100-tool cap (e.g. Google Antigravity with Claude Code proxy) that need full 3D game development capabilities.

Usage: node build/index.js --3d

Mode comparison

| Flag | Tools | Use case |
|------|-------|----------|
| (none) | 169 | Full mode — all tools |
| --3d | 100 | 3D game dev under 100-tool limit |
| --lite | 81 | Tight tool limits (Cursor, etc.) |
| --minimal | 35 | Ultra-tight limits (local LLMs) |

Also improved

  • Troubleshooting docs: clarified port conflict advice in INSTALL.md
v1.10.3 Breaking risk

Fixed removal of pre‑existing MCP autoloads on import and cleared warnings for an occupied GODOT_MCP_PORT.

Full changelog

Bug Fixes & Improvements

  • Fix: Plugin no longer removes pre-existing project-owned MCP autoloads from project.godot on --import / editor shutdown (#17)
  • Fix: Windows build failure — removed Unix-only chmod from build script
  • Improve: Clear warning when explicit GODOT_MCP_PORT is already occupied (#15)
v1.10.2 Bug fix

Fixed Linux permission denied by automatically granting execute permissions to compiled JS files.

Full changelog

Fixed

  • Linux permission denied: Added chmod -R a+x to build process so that compiled JS files have execute permission out of the box on Linux/macOS. Previously, users had to manually run chmod -R a+x build after installation.
v1.10.1 Breaking
Breaking changes
  • Bottom panel name changed: "MCP Server" → "MCP Pro"
Full changelog

v1.10.1

  • Bottom panel renamed from "MCP Server" to "MCP Pro"
  • INSTALL.md rewritten with zip structure diagram and clearer addon vs server separation

See CHANGELOG for full history.

v1.10.0 Breaking risk
Notable features
  • Added get_editor_camera to retrieve 3D editor viewport camera properties
  • Added set_editor_camera to move the 3D editor camera for screenshot validation
Full changelog

v1.10.0

New Tools

  • get_editor_camera — Get the 3D editor viewport camera position, rotation, and FOV
  • set_editor_camera — Move the 3D editor camera to frame views for screenshot validation

Fixed

  • Plugin version display was hardcoded to v1.6.0 — now reads from plugin.cfg dynamically
  • Tool count inconsistency (162/163/167) — all references now correctly say 169
  • node setup.js paths corrected to node build/setup.js across all docs
  • INSTALL.md: step numbering, stale tool count, configure cwd issue
  • State enum type regression (var _state: Statevar _state := State.IDLE)

Improved

  • "v1.x" lifetime update wording removed from all pricing text
  • Port range expanded to 6505-6514 (CLI uses 6510-6514)
  • Pre-built JS files included in release zip

See CHANGELOG for full history.

v1.9.4 Bug fix

Fixed state enum type error and corrected release zip version mismatch.

Full changelog

v1.9.4

Fixed

  • State enum type error on play: var _state: State caused errors in some Godot versions. Changed to type inference (:=).
  • Release zip contained wrong plugin version: v1.9.3 zip shipped with plugin.cfg showing v1.9.2.

See CHANGELOG for full history.

v1.4.1 Bug fix

Fixed false crash recovery errors in replay_recording, wait_for_node and prevented editor crashes from immediate GradientTexture1D assignment.

Full changelog

Bug Fixes

  • replay_recording: Fixed false crash recovery error (_pending_command flag not cleared for async replay loop)
  • wait_for_node: Fixed false crash recovery error when polling for node appearance
  • apply_particle_preset: Fixed editor crash in gl_compatibility renderer caused by immediate GradientTexture1D assignment — now uses set_deferred and reduced texture width

All 162 tools verified working through comprehensive audit.

Full package (addon + server):

v1.4.0 New feature
Notable features
  • `move_to` autopilot command for character pathfinding
  • `navigate_to` high-level AI navigation command
  • `find_nearby_nodes`, `get_node_groups`, `set_node_groups`, and `find_nodes_in_group` node‑group utilities
Full changelog

15 New Tools

  • move_to — Autopilot: automatically walk a character to target coordinates using pathfinding
  • navigate_to — High-level navigation command for AI-driven movement
  • find_nearby_nodes — Find nodes within a radius of a given position
  • get_node_groups / set_node_groups — Read and write node group memberships
  • find_nodes_in_group — Query all nodes belonging to a specific group
  • get_output_log — Retrieve Godot's Output panel contents
  • get_input_actions / set_input_action — Read and configure Input Map actions
  • search_in_files — Full-text search across project files
  • validate_script — Check GDScript for errors without running
  • get_resource_preview — Get thumbnail previews of resources
  • get_scene_exports — List exported variables in a scene's root script
  • add_autoload / remove_autoload — Manage autoload singletons

Bug Fixes & Improvements

  • Crash recovery: capture_frames no longer triggers false crash recovery
  • capture_frames node_data: Optional per-frame property snapshots via node_data parameter
  • Debugger auto-continue: Automatically presses Continue when runtime errors pause the debugger
  • simulate_key duration: Now accepts fractional seconds (e.g., 0.3s) for precise movement
  • Command router fix: All 8 command classes now properly registered (~47 tools were previously unreachable)

Full changelog: https://github.com/youichi-uda/godot-mcp-pro/blob/master/CHANGELOG.md

v1.2.0 Feature
Notable features
  • Added Input Simulation category (5 tools)
  • Added Runtime Analysis category (11 tools)
  • Added Animation, TileMap, Theme & UI, Shader categories (6 tools each)
Full changelog

32 → 84 tools across 5 → 14 categories.

New Categories

Input Simulation (5), Runtime Analysis (11), Animation (6), TileMap (6), Theme & UI (6), Shader (6), Batch & Refactoring (5), Profiling (2), Export (3)

See CHANGELOG.md for details.

v1.3.0 New feature
Notable features
  • Added AnimationTree, 3D Scene, Physics, Particles, Navigation, Audio, Resource, Testing & QA, and Code Analysis categories
  • New runtime tools: find_ui_elements, click_button_by_text, wait_for_node, batch_get_properties
  • New editor tools: compare_screenshots (visual diff), set_project_setting
Full changelog

Major update: 84 → 147 tools across 14 → 23 categories.

New Categories

AnimationTree (8), 3D Scene (6), Physics (6), Particles (5), Navigation (5), Audio (6), Resource (3), Testing & QA (5), Code Analysis (6)

New Tools

  • Runtime: find_ui_elements, click_button_by_text, wait_for_node, batch_get_properties
  • Editor: compare_screenshots (visual diff), set_project_setting
  • Batch: cross_scene_set_property

See CHANGELOG.md for details.

v1.3.1 Bug fix

Fixed `get_editor_errors` to read Godot 4.6 output and updated Tonemap enum names.

Full changelog

What's New in v1.3.1

Bug Fixes

  • get_editor_errors fixed for Godot 4.6 — Now reads from the editor's Output panel (RichTextLabel) and script editor compile errors (CodeEdit red background lines) instead of relying on godot.log, which is empty in Godot 4.6
  • Tonemap enum updated for Godot 4.6TONE_MAP_*TONE_MAPPER_* in 3D scene commands, added AGX tonemap mode

v1.3.0 Highlights (147 tools across 23 categories)

9 New Tool Categories

| Category | Tools | Description |
|----------|:-----:|-------------|
| AnimationTree | 8 | State machines, blend trees, transitions with conditions |
| 3D Scene | 6 | Mesh primitives, .glb/.gltf import, lighting, PBR, environment |
| Physics | 6 | Collision shapes, physics layers, raycasts, body config |
| Particles | 5 | GPU 2D/3D, presets (fire/smoke/rain/snow/sparks) |
| Navigation | 5 | Regions, mesh baking, pathfinding agents |
| Audio | 6 | Buses, effects (reverb/delay/compressor), 2D/3D players |
| Resource | 3 | Read/edit/create .tres files |
| Testing & QA | 5 | Test scenarios, assertions, stress testing |
| Code Analysis | 6 | Unused resources, signal flow, complexity analysis |

New Runtime Tools

  • find_ui_elements — detect buttons, labels, sliders in running game
  • click_button_by_text — click UI buttons by their text
  • wait_for_node — poll until a node appears
  • batch_get_properties — read multiple node properties at once
  • compare_screenshots — pixel-by-pixel visual diff

Links

Full Changelog

See CHANGELOG.md for complete version history.

Beta — feedback welcome: [email protected]