Dry-run default for cross‑scene writes
Release history
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
- `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_movehonors explicitunhandled: false(#24, #25) — UI drag-and-drop tests can now opt back into normal GUI dispatch by passingunhandled: falseexplicitly. Auto-promotion for camera-pan drag motions still kicks in whenunhandledis omitted.- v1.12.0 build blocker — Restored missing
utils/load-instructions.ts. Fresh clones of v1.12.0 failednpm run build; v1.13.0 builds clean.
Changed
setupno longer pinsGODOT_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.shportability — Falls back to systemzip/python3when 7-Zip is missing.
Full changelog: https://github.com/youichi-uda/godot-mcp-pro/blob/master/CHANGELOG.md
- 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_devices—adb devices -lwrapperget_android_preset_info— reads metadata from Android export presetdeploy_to_android— export →adb install -r→ launch pipeline
Bug Fixes
get_game_user_dir()(#21) — now handlesuse_custom_user_dir=trueand illegal chars inconfig/nameviavalidate_filename()sanitization, matching Godot's ownProjectSettings::_initlogic. 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.
- `--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
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.godoton--import/ editor shutdown (#17) - Fix: Windows build failure — removed Unix-only
chmodfrom build script - Improve: Clear warning when explicit
GODOT_MCP_PORTis already occupied (#15)
Fixed Linux permission denied by automatically granting execute permissions to compiled JS files.
Full changelog
Fixed
- Linux permission denied: Added
chmod -R a+xto build process so that compiled JS files have execute permission out of the box on Linux/macOS. Previously, users had to manually runchmod -R a+x buildafter installation.
- 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.
- 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.jspaths corrected tonode build/setup.jsacross all docs- INSTALL.md: step numbering, stale tool count, configure cwd issue
- State enum type regression (
var _state: State→var _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.
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: Statecaused 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.
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_commandflag not cleared for async replay loop)wait_for_node: Fixed false crash recovery error when polling for node appearanceapply_particle_preset: Fixed editor crash ingl_compatibilityrenderer caused by immediateGradientTexture1Dassignment — now usesset_deferredand reduced texture width
All 162 tools verified working through comprehensive audit.
Full package (addon + server):
- `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 pathfindingnavigate_to— High-level navigation command for AI-driven movementfind_nearby_nodes— Find nodes within a radius of a given positionget_node_groups/set_node_groups— Read and write node group membershipsfind_nodes_in_group— Query all nodes belonging to a specific groupget_output_log— Retrieve Godot's Output panel contentsget_input_actions/set_input_action— Read and configure Input Map actionssearch_in_files— Full-text search across project filesvalidate_script— Check GDScript for errors without runningget_resource_preview— Get thumbnail previews of resourcesget_scene_exports— List exported variables in a scene's root scriptadd_autoload/remove_autoload— Manage autoload singletons
Bug Fixes & Improvements
- Crash recovery:
capture_framesno longer triggers false crash recovery capture_framesnode_data: Optional per-frame property snapshots vianode_dataparameter- Debugger auto-continue: Automatically presses Continue when runtime errors pause the debugger
simulate_keyduration: 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
- 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.
- 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.
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_errorsfixed 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 ongodot.log, which is empty in Godot 4.6- Tonemap enum updated for Godot 4.6 —
TONE_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 gameclick_button_by_text— click UI buttons by their textwait_for_node— poll until a node appearsbatch_get_properties— read multiple node properties at oncecompare_screenshots— pixel-by-pixel visual diff
Links
Full Changelog
See CHANGELOG.md for complete version history.