AI agents should use the shared gateway through dcc-mcp-cli; IDE users may
continue to use the MCP endpoint. Prefer typed skills and tools over raw scripts.
dcc-mcp-cli is the preferred control path for every shell-capable agent. If
it is missing, ask the user before installing the latest official release:
# Linux/macOS
curl -fsSL https://raw.githubusercontent.com/dcc-mcp/dcc-mcp-core/main/scripts/install-cli.sh | sh
# Windows PowerShell
powershell -ExecutionPolicy Bypass -c "irm https://raw.githubusercontent.com/dcc-mcp/dcc-mcp-core/main/scripts/install-cli.ps1 | iex"Keep an official build current through the release manifest:
dcc-mcp-cli update check
dcc-mcp-cli update applyupdate apply downloads and stages the latest CLI for the next launch. It
does not update a running dcc-mcp-server; update that server in its own
environment.
dcc-mcp-cli dcc-types
dcc-mcp-cli list
dcc-mcp-cli search --query "<task>" --dcc-type godot
dcc-mcp-cli describe <tool-slug>
dcc-mcp-cli call <tool-slug> --json '{"key":"value"}'dcc-types reports release-catalog support; list reports live sessions. If a
tool belongs to an inactive progressive skill, call dcc-mcp-cli load-skill <skill-name> --dcc-type godot before retrying. For post-task improvement,
attach a stable session id with --meta-json, query dcc-mcp-cli stats --range 24h --session-id <task-id>, then pass the bounded evidence to the
review_skill_improvement prompt from dcc-mcp-skills-creator.
For release packaging, load godot-build-optimization after choosing the
target export preset. It scans the project, generates a version-aware
custom.py and optional .gdbuild profile in a staging directory, and records
artifact sizes and SHA-256 digests. Generated disable flags remain hypotheses
until the packaged build is launched and smoke-tested.
Godot 4 editor adapter for the DCC Model Context Protocol ecosystem. It ships a GDScript
EditorPlugin, an EngineDebugger runtime peer, 163 on-demand tools, and a tested 2D
arena-roguelike skill.
The canonical agent-first, three-platform lifecycle is documented in
install.md. It provides plan-first JSON, staged project updates,
receipts, repair, live verification, upgrade, and receipt-owned uninstall.
pip install dcc-mcp-godot
dcc-mcp-godot install /path/to/project --dcc-path /path/to/godot --dry-run --json
dcc-mcp-godot install /path/to/project --dcc-path /path/to/godot --yes --jsonThe legacy install-only alias remains compatible:
dcc-mcp-godot-install /path/to/projectWhen using only that legacy alias, enable DCC-MCP Godot under Project Settings > Plugins. Start the adapter with either compatible form:
dcc-mcp-godot
dcc-mcp-godot serveEach adapter instance uses an OS-assigned MCP port and registers it for CLI discovery.
Connect through the stable gateway at http://127.0.0.1:9765/mcp; set
DCC_MCP_GODOT_PORT only when a fixed direct endpoint is required. The plugin connects
to the loopback bridge at ws://127.0.0.1:3847; override the bridge port with
DCC_MCP_GODOT_BRIDGE_PORT before starting both processes.
- Search skills for the required domain, such as
Godot animation,Godot runtime, orGodot TileMap. - Load only the returned domain skill. Tools remain deferred until their skill is loaded.
- Inspect the project or scene before mutating it, then save and validate the result.
- Load
godot-runtime,godot-input, orgodot-testing-qaafter starting the game when live inspection, input simulation, or QA assertions are required.
The original godot-project, godot-scene, and godot-roguelike skills remain available.
The adapter groups 164 fine-grained tools into 23 independently loadable domains:
| Domains | Tools |
|---|---|
| Project, scene management, node, script, editor | 47 |
| Input and runtime | 27 |
| Animation and AnimationTree | 14 |
| 3D scene, physics, particles, navigation, audio | 29 |
| TileMap, Theme/UI, shader, resource | 24 |
| Batch/refactor, analysis, testing/QA, profiling, export | 23 |
Runtime tools use the official EditorDebuggerPlugin and EngineDebugger channel, so input
events and game-node operations run in the game process rather than the editor process. Enabling
the plugin registers the bundled runtime peer as an autoload; disabling it removes the autoload.
Scene edits use Godot's undo manager and file operations are restricted to res:// with size and
extension checks. execute_editor_script only calls a method on an existing @tool project
script. The compatibility tool execute_game_script is not an allowlist: it is a broad public-method
call on an existing runtime node. It must not be used for playtest or RL control, and neither broad
tool accepts raw source for immediate evaluation.
For bounded playtest control, use execute_typed_action. It accepts only the strict
input_action and exact script-digest-bound set_property variants declared in the fixed
res://.dcc-mcp/playtest-actions.v1.json project manifest. Calls bind the project, session,
process-unique redacted runtime ID, authority, manifest ID, and manifest SHA-256; replacement,
identity drift, reparse points, extra fields, exhausted budgets, and rate limits fail closed.
The host verifies the exact setter effect and script digest on both sides of mutation. Rejected or
cancelled actions do not consume authority; a cancelled or orphaned claimed mutation is rolled
back before its reservation expires.
Read Typed playtest actions before enabling this path. This foundation
does not provide episodes, rewards, trajectories, NPC control, an RL trainer, or another recorder.
get_game_scene_tree, get_game_node_properties, and find_ui_elements accept opaque cursor
values returned as next_cursor. Their max_nodes or max_properties limits are clamped to 128,
and the default page is 64 items. Each read reports its measured elapsed_ms, requested/clamped
budget_ms (1–50, default 40), and budget_exceeded. When the budget is exhausted the response
is an incomplete page; continue with the returned cursor and never infer a complete snapshot. Do
not construct or retain a second host-side job. Legacy calls without a cursor still return the
original top-level fields, plus the first bounded page and continuation metadata.
get_game_screenshot reads the viewport and copies its RGB8/RGBA8 bytes on the Godot runtime
thread. The existing adapter execution thread then encodes and atomically replaces the requested
PNG; include_base64=true also encodes that PNG there. No Godot Image resource crosses threads.
get_editor_screenshot and capture_frames use the same immutable raw-pixel handoff; PNG encoding
is never performed on the editor or game thread. capture_frames may return fewer frames than
requested when its budget is exhausted; resume with start_index=next_index.
execute_editor_script accepts budget_ms from 1 to 50 and reports elapsed_ms plus
budget_exceeded; this is an observational contract and cannot preempt GDScript. With
chunked=true, the existing method must return {done: bool, next_cursor?: value}. An incomplete
chunk returns a machine-executable next_step that calls the same path and method with the next
cursor. The adapter does not add a script executor, timer, thread, or job registry.
CI resolves the official godotengine/godot latest stable GitHub release and downloads the Linux
editor (reusing the existing cache when present). It starts the packaged MCP server and EditorPlugin, sends real JSON-RPC load_skill,
paginated tools/list, tools/call, and jobs_get_status requests, creates and edits a scene,
starts the game, verifies the runtime scene tree, then runs the generated gameplay simulation and
requires ROGUELIKE_SMOKE_OK.
Run the same smoke locally:
python tools/download_latest_godot.py --output .godot-bin
python tests/live_godot_smoke.py --godot /path/to/Godotpython -m pip install -e ".[dev]"
pytest
ruff check src tests tools
ruff format --check src tests tools
python tools/lint_skills.py
python -m build
python -m twine check dist/*