Edit of asset "Agent Tools" Accepted

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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
https://raw.githubusercontent.com/BlakeBukowsky/GodotTools/main/addons/agent_tools/icon.png