Edit of asset "Agent Tools" Accepted
| Old/Current | New/Edit | |
|---|---|---|
| Title | Agent Tools | Agent Tools |
| Description |
Opens the Godot editor to any MCP-capable coding agent — Claude Code, Claude Desktop, Cursor, Cline, Windsurf, Continue, Zed, and more. 48 tools across 13 namespaces let the agent edit scenes, wire signals, create and style resources, invoke methods, rename classes, run scripted-input scene tests with screenshot + state verification, and more — all through the editor's real APIs instead of hand-editing .tscn/.tres/project.godot files (which is fragile because of UIDs, sub-resource IDs, and signal connection blocks). SETUP REQUIRED AFTER INSTALL Enabling the plugin is not enough — you also need to configure your MCP client to talk to it. Full per-client instructions (Claude Code, Claude Desktop, Cursor, Windsurf, Cline, VS Code, Continue, Zed) are in the README: https://github.com/BlakeBukowsky/GodotTools#configure-your-agent The MCP bridge is published to npm as godot-agent-tools-mcp. For most clients the config snippet is: command: npx args: ["-y", "godot-agent-tools-mcp"] WHAT YOU GET (48 TOOLS) scene: new, open, save, current, inspect, add_node, build_tree, remove_node, reparent, duplicate_node, set_property, get_property, call_method, instance_packed, capture_screenshot signal: connect, disconnect, list script: create, attach resource: create, set_property, call_method refs: validate_project, find_usages, rename, rename_class project: get_setting, set_setting autoload: add, remove, list input_map: add_action, add_event, remove_event, list, remove_action animation: list, add_animation, remove_animation, add_value_track docs: class_ref (query any Godot class's methods/properties/signals from ClassDB) fs: list files by type with glob user_fs: read, list (for the user:// data directory — save files, custom-level JSON, settings) run: scene_headless (input simulation, multi-frame screenshots, state dump, seed, structured errors) editor: reload_filesystem, save_all_scenes WHY THIS OVER HAND-EDITING .tscn, .tres, and project.godot are Godot-specific text formats that break silently when AI agents edit them as plain text. UIDs desync, sub-resource IDs collide, signal connections dangle, inherited-scene overrides malform. This plugin routes every write through Godot's own PackedScene, ResourceSaver, ClassDB, and ResourceUID APIs so round-tripping stays clean. REQUIREMENTS Godot 4.3+ (developed against 4.6) Node.js 18+ for the MCP bridge (npx fetches it automatically on first use) Any MCP-capable agent LICENSE MIT. Source, issues, and full documentation: https://github.com/BlakeBukowsky/GodotTools |
Opens the Godot editor to any MCP-capable coding agent — Claude Code, Claude Desktop, Cursor, Cline, Windsurf, Continue, Zed, and more. 48 tools across 13 namespaces let the agent edit scenes, wire signals, create and style resources, invoke methods, rename classes, run scripted-input scene tests with screenshot + state verification, and more — all through the editor's real APIs instead of hand-editing .tscn/.tres/project.godot files (which is fragile because of UIDs, sub-resource IDs, and signal connection blocks). SETUP REQUIRED AFTER INSTALL Enabling the plugin is not enough — you also need to configure your MCP client to talk to it. Full per-client instructions (Claude Code, Claude Desktop, Cursor, Windsurf, Cline, VS Code, Continue, Zed) are in the README: https://github.com/BlakeBukowsky/GodotTools#configure-your-agent The MCP bridge is published to npm as godot-agent-tools-mcp. For most clients the config snippet is: command: npx args: ["-y", "godot-agent-tools-mcp"] WHAT YOU GET (48 TOOLS) scene: new, open, save, current, inspect, add_node, build_tree, remove_node, reparent, duplicate_node, set_property, get_property, call_method, instance_packed, capture_screenshot signal: connect, disconnect, list script: create, attach resource: create, set_property, call_method refs: validate_project, find_usages, rename, rename_class project: get_setting, set_setting autoload: add, remove, list input_map: add_action, add_event, remove_event, list, remove_action animation: list, add_animation, remove_animation, add_value_track docs: class_ref (query any Godot class's methods/properties/signals from ClassDB) fs: list files by type with glob user_fs: read, list (for the user:// data directory — save files, custom-level JSON, settings) run: scene_headless (input simulation, multi-frame screenshots, state dump, seed, structured errors) editor: reload_filesystem, save_all_scenes WHY THIS OVER HAND-EDITING .tscn, .tres, and project.godot are Godot-specific text formats that break silently when AI agents edit them as plain text. UIDs desync, sub-resource IDs collide, signal connections dangle, inherited-scene overrides malform. This plugin routes every write through Godot's own PackedScene, ResourceSaver, ClassDB, and ResourceUID APIs so round-tripping stays clean. REQUIREMENTS Godot 4.3+ (developed against 4.6) Node.js 18+ for the MCP bridge (npx fetches it automatically on first use) Any MCP-capable agent LICENSE MIT. Source, issues, and full documentation: https://github.com/BlakeBukowsky/GodotTools |
| Category | Tools | Tools |
| License | MIT | MIT |
| Repository Provider | GitHub | GitHub |
| Repository Url | https://github.com/BlakeBukowsky/GodotTools | https://github.com/BlakeBukowsky/GodotTools |
| Issues Url | https://github.com/BlakeBukowsky/GodotTools/issues | https://github.com/BlakeBukowsky/GodotTools/issues |
| Godot version | Godot 4.3 | Godot 4.3 |
| Version String | 0.2.1 | 0.2.1 |
| Download Commit | 6e807712838b57dcf5a66feeb646d2570cd73209 | 6e807712838b57dcf5a66feeb646d2570cd73209 |
| Download Url (Computed) | https://github.com/BlakeBukowsky/GodotTools/archive/6e807712838b57dcf5a66feeb646d2570cd73209.zip | https://github.com/BlakeBukowsky/GodotTools/archive/6e807712838b57dcf5a66feeb646d2570cd73209.zip |
| Icon Url |
https://raw.githubusercontent.com/BlakeBukowsky/GodotTools/main/addons/agent_tools/icon.png
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https://raw.githubusercontent.com/BlakeBukowsky/GodotTools/main/addons/agent_tools/icon.png
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