原型 · 预览版:收录官方注册中心里的全部服务器,每 30 分钟同步一次。评价和账户功能将在后续阶段推出。
PopNx MCP为使用 AI 的人准备的 MCP 服务器 · 用大白话讲清楚

Gopeak

作者:HaD0Yun版本 2.0.1i★ –i在你的电脑上运行
注册名称io.github.HaD0Yun/gopeak

安装

概览

作者提供的说明(英文原文)

GoPeak — The most comprehensive MCP server for Godot Engine. 95+ tools, LSP, DAP, screenshots.

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: 其他

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": {
    "gopeak": {
      "command": "npx",
      "args": [
        "-y",
        "gopeak"
      ]
    }
  }
}

在终端中运行这条命令

claude mcp add gopeak -- npx -y gopeak

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": {
    "gopeak": {
      "command": "npx",
      "args": [
        "-y",
        "gopeak"
      ]
    }
  }
}

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": {
    "gopeak": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "gopeak"
      ]
    }
  }
}

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8日

  • ✓ 通过

    作者与仓库一致

    注册名称已通过 GitHub 账户 HaD0Yun 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“其他”中的其他服务器比较i

  • 星标数多于此分类中其他 18444 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 18444 个服务器的 2% 更新
  • 基础检查结果等于或优于此分类中其他 18444 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

Gopeak 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(2.0.1)于9个月前进入注册中心。

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:Spec Driven Development, Remote Desktop Commander, Egovframe Scaffold MCP

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

Spec Driven Development

MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.

作者:formulahendry起步阶段↓ 66/周★ 44014个月前更新

在你的电脑上运行

Remote Desktop Commander

Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.

作者:desktop-commander正在增长★ 2113天前更新

在云端运行✓ desktopcommander.app

Egovframe Scaffold MCP

eGovFrame (전자정부 표준프레임워크) projects: templates, components, CRUD, build, 5.x migration, dependencies

作者:EricSeokgon起步阶段↓ 1440/周今天更新

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。

GoPeak

🌐 Languages: English | 한국어 | 日本語 | Deutsch | Português | 简体中文

GoPeak is an MCP server for Godot that lets AI assistants run, inspect, modify, and debug real projects end-to-end.

English is the canonical source of truth. Localized READMEs are concise overviews and may lag behind README.md.

Discord community chat is temporarily unavailable while the invite link is refreshed. Please use GitHub Discussions in the meantime: https://github.com/HaD0Yun/Gopeak-godot-mcp/discussions


Quick Start (3 Minutes)

Requirements
  • Godot 4.x
  • Node.js 18+
  • MCP-compatible client (Claude Desktop, Cursor, Cline, OpenCode, etc.)
1) Run GoPeak
npx -y gopeak

or install globally:

npm install -g gopeak

gopeak

Optional shell hooks for update notifications are now opt-in:

gopeak setup

gopeak setup only modifies supported bash/zsh rc files when you run it explicitly. npm install no longer installs shell hooks automatically.

2) Add MCP client config
{

"mcpServers": { "godot": { "command": "npx", "args": ["-y", "gopeak"], "env": { "GODOT_PATH": "/path/to/godot", "GOPEAK_TOOL_PROFILE": "compact" } } } }

GOPEAK_TOOL_PROFILE=compact is the default. It exposes a trusted core surface with dynamic tool groups that activate on demand — keeping token usage low while making experimental or environment-dependent capabilities explicit.

3) First prompts to try
  • "List Godot projects in /your/projects and show project info."
  • "Create scenes/Player.tscn with CharacterBody2D root and add a movement script."
  • "Run project, get debug output, then fix top error."

Why GoPeak

  • Real project feedback loop: run the game, inspect logs, and fix in-context.
  • Trusted Godot 4 workflow tools across project discovery, scene/script/resource editing, runtime/LSP/DAP integrations, testing, and asset workflows.
  • Token-efficient by default: compact core surface + dynamic tool groups. Activate only the capability family you need instead of loading the full legacy surface.
  • Dynamic tool groups with explicit maturity labels: search with tool.catalog and matching groups auto-activate, or manually activate with tool.groups.
  • Deep Godot integration with setup gates: ClassDB queries, runtime inspection, debugger hooks, and bridge-based scene/resource edits clearly state addon, editor, LSP, DAP, or runtime requirements.
Best For
  • Solo/indie developers moving quickly with AI assistance
  • Teams that need AI grounded in actual project/runtime state
  • Debug-heavy workflows (breakpoints, stack traces, live runtime checks)

Tool Surface Model (Important)

GoPeak supports three exposure profiles:

  • compact (default): trusted core tools plus dynamic tool groups activated on demand.
  • full: exposes the full legacy tool list for compatibility and audit work.
  • legacy: same exposed behavior as full for older configurations.

Configure with either:

  • GOPEAK_TOOL_PROFILE
  • MCP_TOOL_PROFILE (fallback alias)
Dynamic Tool Groups (compact mode)

In compact mode, additional tools are organized into dynamic groups that activate automatically when needed. Maturity labels are intentionally conservative until each group has Godot 4 fixture evidence:

GroupMaturityDescription / setup gate
scene_advancedaudit-requiredDuplicate, reparent nodes, load sprites; verify scene ownership/persistence in a Godot 4 fixture before treating as trusted.
uidaudit-requiredUID management for resources; gate behavior by Godot version and resource save/load evidence.
import_exportaudit-requiredImport pipeline, reimport, validate project; requires fixture checks for import settings and export command construction.
autoloadaudit-requiredAutoload singletons, main scene; requires project settings round-trip verification.
signalaudit-requiredDisconnect signals, list connections; requires signal round-trip verification.
runtimeoptional-runtimeLive scene inspection, runtime properties, metrics; requires the runtime addon/socket.
resourceaudit-requiredCreate/modify materials, shaders, resources; requires resource save/load fixture checks.
animationaudit-requiredAnimations, tracks, animation tree, state machine; requires saved scene/resource fixture checks.
pluginoptional-editorEnable/disable/list editor plugins; requires editor plugin availability.
inputaudit-requiredInput action mapping; requires project settings round-trip verification.
tilemapaudit-requiredTileSet and TileMap cell painting; must account for Godot 4.3+ TileMapLayer behavior before being promoted.
audioaudit-requiredAudio buses, effects, volume; requires bus layout fixture checks.
navigationaudit-requiredNavigation regions and agents; requires saved scene/resource fixture checks.
theme_uiaudit-requiredTheme colors, font sizes, shaders; requires resource save/load fixture checks.
asset_storeoptional-networkSearch/download external CC0 assets; requires network/provider availability and should remain optional.
testingoptional-runtimeScreenshots, viewport capture, input injection; requires runtime addon/editor availability.
dx_toolsaudit-requiredError log, project health, find usages, scaffold; requires deterministic static fixture checks.
intent_trackingworkflow-layerIntent capture, decision logs, handoff briefs; not a Godot engine primitive and should stay opt-in/workflow-scoped.
class_advancedtrusted-staticClass inheritance inspection; validate against ClassDB/static evidence.
lspoptional-lspGDScript completions, hover, symbols; requires Godot LSP on port 6005.
dapoptional-dapBreakpoints, stepping, stack traces; requires Godot DAP on port 6006.
version_gateaudit-requiredVersion validation and patch verification; requires explicit version fixture evidence.

How it works:

  1. Auto-activation via catalog: Search with tool.catalog and matching groups activate automatically.

"Use tool.catalog with query animation and show relevant tools."

  1. Manual activation: Directly activate a group with tool.groups.

"Use tool.groups to activate the dap group for debugging."

  1. Deactivation: Remove groups when done to reduce context.

"Use tool.groups to reset all active groups."

The server sends notifications/tools/list_changed so MCP clients (Claude Code, Claude Desktop) automatically refresh the tool list. If your MCP client caches tools aggressively and does not refresh after activation, reconnect the client or call the newly activated tool directly once to force a fresh tools/list round-trip.

Typed property values for scene tools

Bridge-backed scene tools (add_node, set_node_properties) now coerce common vector payloads such as { "x": 100, "y": 200 } and [100, 200] for typed properties like position and scale. Tagged values are still the safest cross-tool form:

{

"position": { "type": "Vector2", "x": 100, "y": 200 }, "scale": { "type": "Vector2", "x": 2, "y": 2 } }

The internal headless serializer uses _type, but MCP callers should prefer type when they need an explicit cross-tool Godot value tag.

Don't worry about tokens

GoPeak uses cursor-based pagination for tools/list — even in full profile, tools are delivered in pages (default 33) instead of dumping the entire legacy definition set at once. Your AI client fetches the next page only when it needs more.

Set page size with GOPEAK_TOOLS_PAGE_SIZE:

{

"env": { "GOPEAK_TOOLS_PAGE_SIZE": "25" } }


Installation Options

A) Recommended: npx
npx -y gopeak
B) Global install
npm install -g gopeak

gopeak

Optional shell hooks for update notifications remain available via:

gopeak setup
C) From source
git clone https://github.com/HaD0Yun/Gopeak-godot-mcp.git

cd godot-mcp npm install npm run build node build/index.js

GoPeak also exposes two CLI bin names:

  • gopeak
  • godot-mcp

Documentation

  • Documentation Map
  • Architecture
  • Platform Roadmap
  • Unity-MCP Benchmark Plan
  • Release Process

CI

GitHub Actions runs on push/PR and executes:

  1. npm run build
  2. npx tsc --noEmit
  3. npm run smoke

Run the same checks locally before opening a PR:

npm run ci

npm run test:dynamic-groups npm run test:integration


Versioning & Release

Use the built-in bump script to keep package.json and server.json in sync:

node scripts/bump-version.mjs patch

node scripts/bump-version.mjs minor --dry-run

Full release checklist: docs/release-process.md.


Addons (Recommended)

Auto Reload + Editor Bridge + Runtime Addon installer

Install in your Godot project folder:

curl -sL https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.sh | bash

PowerShell:

iwr https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.ps1 -UseBasicParsing | iex

Then enable plugins in Project Settings → Plugins (especially godot_mcp_editor for bridge-backed scene/resource tools).


Core Capabilities

These capabilities are grouped by workflow value. Optional-runtime/LSP/DAP/network groups require their setup gates before use; audit-required groups should be promoted only after fixture evidence.

  • Project control: launch editor, run/stop project, capture debug output
  • Scene editing: create scenes, add/delete/reparent nodes, edit properties
  • Script workflows: create/modify scripts, inspect script structure
  • Resources: create/modify resources, materials, shaders, tilesets
  • Signals/animation: connect signals, build animations/tracks/state machines
  • Runtime tools: inspect live tree, set properties, call methods, metrics (requires runtime addon/socket)
  • LSP + DAP: diagnostics/completion/hover + breakpoints/step/stack trace (requires Godot LSP/DAP ports)
  • Input + screenshots: keyboard/mouse/action injection and viewport capture (requires runtime/editor bridge setup)
  • Asset library: search/fetch CC0 assets (optional network/provider workflow)
Tool families (examples

只显示了开头部分;其余内容请在仓库中阅读

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