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godot-ai

What It Is​

MCP server for driving and inspecting the live Godot editor and running game (scenes, nodes, screenshots, autoloads, etc). Upstream hi-godot/godot-ai, vendored at addons/godot_ai and enabled in project.godot.

How to Reach It​

Available as mcp__godot-ai__* tools — project_run to launch the game, scene_open/scene_get_hierarchy/node_get_properties/node_find to inspect a scene, node_create/node_set_property to edit one, script_create/script_attach/script_patch for GDScript files, editor_screenshot to see the editor visually, logs_read for output, and the *_manage rollups (scene_manage, node_manage, animation_manage, material_manage, camera_manage, etc.) for less common operations.

When to Reach for It​

The trigger is scene, node, editor, or running-game state. If the question is what a node's property is after some interaction, whether a scene looks right, or what the running game logs, this is the tool.

Pure core/ logic is not that. core/ is Node-free by construction — tests/unit/test_layer_boundaries.gd enforces it — so there is no editor or scene state there for godot-ai to inspect. For "what does this function return" or "how does this state object transition", a GUT test under tests/unit/ reaches everything there is to reach, and a throwaway one (deleted afterwards) is the fastest way to answer a one-off question.

This distinction is worth making explicitly rather than by feel: a task with no scenes in it can otherwise skip the question of whether godot-ai applies without ever noticing it was asked.