Edit of asset "Agent Tools" New

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Title 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. 70 tools plus 6 MCP Resources let the agent edit scenes, wire signals, create and style resources, patch scripts with parse-check rollback, validate project-wide references, run scripted-input gameplay tests with GUT/GdUnit4, capture screenshots and log output from live running games, measure runtime performance, 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"]

Once one client is working, you can call client.configure from it to automatically set up others (Claude Code, Claude Desktop, Cursor, Windsurf, Continue, VS Code project) without hand-editing config files.

VS GODOT AI (ALTERNATIVE PLUGIN)

Godot AI (https://github.com/Godot-AI/godot-ai) is the most established plugin in the same space (120+ tools). Both cover the core ground — scene/node edits, scripts, signals, themes, animation, input map, autoloads, test integration, live-game bridge, performance monitors, batch execution, MCP Resources, multi-editor session routing, and MCP client auto-config.

Godot AI goes wider, with dedicated tools for camera/material/audio/particle/animation presets, project_run / project_stop, node_find, script_find_symbols, and more granular resource lifecycle ops.

Agent Tools goes denser, and covers a few things Godot AI's tool list doesn't include: scripted-input headless runs with multi-frame screenshots, JSON state dumps, and seeded RNG (run.scene_headless); a refs.* suite for project-wide validation, UID-aware usage search, and reference-preserving renames; docs.class_ref for ClassDB introspection; user_fs.* for the user:// data directory (save files, custom-level JSON); and full Transform2D/3D, Basis, AABB, Plane, and Packed*Array type coercion.

Because Agent Tools is denser, it saves input tokens on advanced models with good Godot knowledge (e.g. Claude) when fetching tools. It lets the agent use more generic tools to do the exact same thing instead of injecting 40+ redundant tools into expensive context.

WHAT YOU GET (70 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, patch (parse-checked with auto-rollback)
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, read_text, write_text
user_fs: read, list (save files, custom-level JSON in user://)
run: scene_headless (input simulation, multi-frame screenshots, state dump, seed, structured errors)
editor: reload_filesystem, save_all_scenes, state, selection_get, selection_set, game_screenshot
logs: read, clear (live game print / push_error / push_warning)
performance: monitors (FPS, memory, draw calls, node counts)
test: run (GUT / GdUnit4 with structured pass/fail per file+line)
physics: autofit_collision_shape_2d (rectangle / circle / capsule to Sprite bounds)
theme: set_color, set_constant, set_font_size, set_stylebox_flat
client: list, configure, remove (auto-setup for 8 MCP clients)
batch: execute (multiple calls per round-trip)
session: list, activate (multi-editor routing by PID)

Plus 6 MCP Resources: godot://editor/state, scene/current, scene/hierarchy, selection/current, logs/recent, performance/monitors.

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
License MIT
Repository Provider GitHub
Repository Url https://github.com/BlakeBukowsky/GodotTools
Issues Url https://github.com/BlakeBukowsky/GodotTools/issues
Godot version Godot 4.3
Version String 0.2.1 0.3.0
Download Commit 6e807712838b57dcf5a66feeb646d2570cd73209 4f505ba7e287efa5d3ab56d97694cdfcffec38d9
Download Url (Computed) https://github.com/BlakeBukowsky/GodotTools/archive/6e807712838b57dcf5a66feeb646d2570cd73209.zip https://github.com/BlakeBukowsky/GodotTools/archive/4f505ba7e287efa5d3ab56d97694cdfcffec38d9.zip
Icon Url https://raw.githubusercontent.com/BlakeBukowsky/GodotTools/main/addons/agent_tools/icon.png