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Godot MCP Loop

作者:AI-osho版本 0.9.0i★ –i在你的电脑上运行
注册名称io.github.AI-osho/godot-mcp-loop

安装

概览

作者提供的说明(英文原文)

Drive a live Godot 4 editor: edit scenes and scripts, run and test the game, record GIFs.

PopNx MCP 的三大支柱

这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。

它能帮你做什么

我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。

  • 连接方式: 在你的电脑上运行
  • 传输方式: stdio
  • 分类: 游戏、体育、美食与学习

安装

选择你使用的 AI 应用,然后复制设置。

安装之前

  • 基础检查:1 项中通过 1 项
  • 在你的电脑上运行,拥有你的用户账户的权限(文件、网络、应用)。
  • 注册中心没有列出需要填写的密钥。

你需要

  • npm已安装 Node.js(用于 npx 命令)

你用的是哪个应用?

在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。

打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json

{
  "mcpServers": {
    "godot-loop": {
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp-loop"
      ]
    }
  }
}

在终端中运行这条命令

claude mcp add godot-loop -- npx -y godot-mcp-loop

在 Cursor 中打开

或者自己复制设置

粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json

{
  "mcpServers": {
    "godot-loop": {
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp-loop"
      ]
    }
  }
}

浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。

在 VS Code 中打开

或者自己复制设置

粘贴到项目中的 .vscode/mcp.json

{
  "servers": {
    "godot-loop": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "godot-mcp-loop"
      ]
    }
  }
}

浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。

这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。

你的选择通过 Cookie 保存在这台设备上,无需账户。

这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。

它能做什么

它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。

基础检查i

我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月10日

  • ✓ 通过

    作者与仓库一致

    注册名称已通过 GitHub 账户 AI-osho 验证,该账户拥有此仓库

  • … 尚未检查

    仍在维护

    我们还没有从 GitHub 读取这个仓库

  • … 尚未检查

    有许可证

    我们还没有从 GitHub 读取这个仓库

  • – 不适用

    端点有响应

    它在你的电脑上运行,没有互联网端点

  • – 不适用

    使用 OAuth 登录

    在你的电脑上运行,改用本地设置

  • … 尚未检查

    工具描述中没有隐藏指令

    它在你的电脑上运行;我们只能读取互联网端点的工具列表

与“游戏、体育、美食与学习”中的其他服务器比较i

  • 星标数多于此分类中其他 1334 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 1334 个服务器的 59% 更新
  • 基础检查结果等于或优于此分类中其他 1334 个服务器的 100%

与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。

常见问题

Godot MCP Loop 安全吗?

它在 1 项适用的基础检查中通过了 1 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。

它需要哪些密钥或代码?

注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。

它在我的电脑上运行还是在云端?

它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。

它还在维护吗?

GitHub 仓库最后更新于–,最新版本(0.9.0)于20天前进入注册中心。

哪些应用可以使用它?

支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Node.js。

有什么可以替代它?

同一分类中有:Lumichess, KILN, SEGAN

替代选择

同一分类中其他作者的服务器,按星标数排序。

如何看卡片:↓ 每周下载量i★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i

Lumichess

Chess tools: game reviews for Chess.com and Lichess, FIDE ratings, openings, positions, puzzles.

作者:lumichess.com起步阶段今天更新

在云端运行✓ lumichess.com

KILN

Smooth stylised 3D game models written as text: lint, preview and build glTF and Godot scenes.

作者:lukasgolino非常新今天更新

在你的电脑上运行

SEGAN

Game sound effects and music written as text: lint, listen and build WAVs and Godot resources.

作者:lukasgolino非常新今天更新

在你的电脑上运行

作者的 README

打开 README

按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。

godot-mcp-loop

Edit, run, inspect and test Godot 4 projects from an MCP client. A TypeScript MCP server and a Godot editor addon let an AI coding agent change scenes/scripts, send gameplay input, inspect live state and replay checks. Work remains in normal Godot projects and resources.

日本語 · Get started · Architecture · Samples · Sample changes

The development loop

  1. Edit: inspect a scene, change nodes, scripts or input settings.
  2. Run: launch that project and send Godot action/key/mouse events.
  3. Observe: read state, capture frames, inspect UI, physics and logs.
  4. Check: compare expected values or replay YAML/JSON scenarios before making the next change.

The agent chooses and calls the tools; this is not a hosted service that automatically finishes a game. Game rules, artwork, sound, level design and playtesting remain authored work. Supported edits offer preview and undo; scene saving and file-backed operations have separate behavior.

Six sample games

Native Godot captures from standalone projects, without the addon installed. The RPG frame is the prologue. Controls, project paths and original images.

SampleGameWhat to inspect
blocksFalling BlocksRotation, board state and scoring
shooterVertical ShooterMovement/fire, waves and boss transitions
actionSide-scrollerVariable jumps, platforms and collision
rpgLuka of the Star SwordDialogue, battles and state transitions
marble-3dMarble RunRolling, jumps, checkpoints and contacts
tower-defense灯畑の番人Tower placement, pause, victory/defeat and retry

All six run without an AI account or MCP setup. They show different uses of the same editing/observation tools; a fixture check is not a claim that an agent completed every game through ordinary play.

Try a sample

Use Node.js 20+ for the copy command and Godot 4.7 (tested with 4.7.2) to play. From a working folder, choose one of the six IDs above and a new/empty destination:

npx -y godot-mcp-loop@0.12.0 sample shooter ./my-shooter

godot --headless --path ./my-shooter --import godot --path ./my-shooter

For agent editing/testing, explicitly install the addon from the same selected distribution and configure your client. Play alone does not need either step. The installer supplies its actual server executable; it does not register a client or restart an existing connection for you. Full setup guide.

How the pieces fit

  • server/src/ exposes MCP tools, validates their input, connects to the selected project and runs scenarios.
  • addons/mcp_loop/ edits through the Godot editor and forwards runtime requests through Godot's debugger.
  • The game's runtime agent provides input, state, frame stepping, screenshots and logs. It adds no separate game-control listener.
  • Optional server/authoring/ helpers process PNGs. Original image generation uses the client's separately authorized producer.
MCP client → stdio server → authenticated loopback WebSocket → Godot editor → debugger → running game

Architecture explains the two process layers, repository layout, data flow and persistence.

Capabilities and distribution status

AreaUse
Scene and codeInspect/create scenes, edit nodes and GDScript, configure input and selected project settings
Runtime observationInput, state queries, per-frame records, waits, physics stepping, UI audit, images and logs
Repeatable checksScenario assertions, evidence, recordings, installed GUT/GdUnit4 suites and preset-based exports
Artwork supportBrief/request/PNG receipts, deterministic processing, previews, change detection and standard 2D placement
Bounded constructionnode_add_tree (since 0.12.0): one new 2D/UI subtree in an eligible empty scene, up to 64 nodes/depth 8; save separately
DistributionTools and availability
Current 0.12.049 MCP tools, including node_add_tree; six showcased games and a retained internal compatibility fixture
Previous 0.11.048 tools; static doctor CLI since 0.11.0; artwork tools since 0.10.0

Use the same selected distribution for the server and addon. Version labels alone do not prove equal contents; source checkouts can differ from published packages. doctor is a static CLI, not an MCP tool or runtime connection test. Tool reference · Artwork · Subtree construction.

Tools

All 49 tools in 0.12.0 (previous 0.11.0 has 48)

AreaTools
Statusgodot_status, project_info, project_list, project_connect (switch projects)
Editoreditor_launch (finds Godot, opens the project), editor_quit
Scenesscene_open, scene_create, scene_save, scene_tree
Nodesnode_add, node_add_tree (development: one bounded native 2D/UI subtree), node_delete, node_get, node_set
Scriptsscript_read, script_write, script_edit, script_attach
Artwork production (0.10.0+)production_plan, art_request, art_register, asset_build, asset_preview, asset_verify, asset_scene_add
Files & assetsfile_write (YAML/JSON/text), image_write (pixel-art PNG), input_action_set, project_setting_set (main scene, viewport, stretch)
Undoedit_undo
Run & observegame_run, game_stop, game_query, game_ui_audit, game_in_view, game_ray, game_contacts, game_input, game_wait_for, game_set, game_call, game_pause, game_step, logs_read, screenshot
Buildproject_export (release export from a preset into res://build/ only, no shell)
Judgescenario_run (evidence folder, movie → GIF + contact sheet), test_run (GUT / GdUnit4 unit tests)

Complete reference · Scenarios · Clients · Protocol.

Requirements and trust

  • Node.js 20+ for the server; Godot 4.7 is the qualified target (tested with 4.7.2). The Logger API was introduced in 4.5; that does not qualify 4.5–4.6 for this distribution.
  • Claude Code, Codex, Cursor, Claude Desktop, Hermes or another MCP client for agent control; none is needed just to play.
  • Python 3.11+ / Pillow 13.0.0 only for optional PNG processing, not normal editing/play or node_add_tree. Dependencies are not installed automatically. C# script validation is not supported.
  • One authenticated active MCP client per editor. Client setup/reconnection is explicit, not a side effect of copying a sample.

Loopback authentication and project-path guards are not an OS sandbox. Opening, validating or running a project can execute its code/plugins. Use trusted projects and client-side approvals. Undo is not a cross-file transaction; a missing response after dispatch does not prove that nothing changed. Inspect actual state before retrying. Security model.

Development

scripts/test-godot-unit.sh

cd server && npm ci npm run typecheck && npm test npm run build && npm run test:e2e E2E_SAMPLES=1 npm run test:e2e

Windowed Linux checks need xvfb and E2E_GAME_WINDOW=1. Source authorities and generated copies are documented in sample changes; do not edit both independently. The default platformer scene remains an internal compatibility/test fixture and is not in the showcase. Release procedure.

License

MIT © OSHO

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