Edit of asset "godot-mcp-bridge" Accepted

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Title godot-mcp-bridge godot-mcp-bridge
Description Let Claude, Cursor, or any MCP-compatible AI work inside your Godot project: read and edit scenes, write and validate scripts, run the game, drive it, and read the errors — without copy-pasting anything.

Started as a fork of tomyud1/godot-mcp (MIT) and has since diverged substantially.

It doesn't clobber your work. Most Godot MCP servers write straight to your .tscn files. If the scene is open with unsaved changes, that silently overwrites them. This one edits the live editor tree when a scene is open, so your unsaved edits survive and structural changes land in Godot's undo history (Ctrl+Z works). Closed scenes are edited on disk as before.

It works alongside you, not instead of you. The plugin watches what you do in the editor — selection, scenes opened and saved, script focus, asset reimports, undo/redo — and reports it to the AI, tagged as yours vs its own.

Also included:

Runs the game and drives it — synthesize input (keyboard, mouse, gamepad, touch), call methods on live nodes, await signals, evaluate a snippet, record and replay input, spawn headless multiplayer peers.
Tests your UI — click a button by its visible caption and assert what's on screen, reading the Control tree (no OCR, works headless).
Writes the boilerplate — connect a signal and generate its correctly-typed handler; emit typed @onready vars; scaffold a character (body + collision shape + sprite + movement script) or a working state machine in one call.
Tells you what's rotting — unused resources, circular dependencies, over-complex scenes, and signal connections whose handler doesn't exist.
Real headless export — builds an actual binary via a shadow-workspace clone, asynchronously, without freezing the editor.
Runs your GUT tests and reports real pass/fail.
Sandboxed paths — every path is checked against traversal outside the project.
185 tools; only 35 load by default so the AI stays focused, the rest grouped by intent and enabled on demand.

Installation
Install this asset, then enable it in Project → Project Settings → Plugins.
Point your AI client at the server:
Claude Code: claude mcp add godot -- npx -y godot-mcp-bridge
Claude Desktop / Cursor: add "godot": { "command": "npx", "args": ["-y", "godot-mcp-bridge"] } to the client's MCP config (Windows: { "command": "cmd", "args": ["/c", "npx", "-y", "godot-mcp-bridge"] }).
Restart the client, then restart the Godot project. Top-right corner should read MCP Connected.
Node.js 18+ required. If it doesn't connect, run npx godot-mcp-bridge doctor — it says which step is missing.

Prefer to skip the AssetLib entirely? From your project folder, npx godot-mcp-bridge install copies the addon in and enables the plugin for you.
Let Claude, Cursor, or any MCP-compatible AI work inside your Godot project: read and edit scenes, write and validate scripts, run the game, drive it, and read the errors — without copy-pasting anything.

Started as a fork of tomyud1/godot-mcp (MIT) and has since diverged substantially.

It doesn't clobber your work. Most Godot MCP servers write straight to your .tscn files. If the scene is open with unsaved changes, that silently overwrites them. This one edits the live editor tree when a scene is open, so your unsaved edits survive and structural changes land in Godot's undo history (Ctrl+Z works). Closed scenes are edited on disk as before.

It works alongside you, not instead of you. The plugin watches what you do in the editor — selection, scenes opened and saved, script focus, asset reimports, undo/redo — and reports it to the AI, tagged as yours vs its own.

Also included:

Runs the game and drives it — synthesize input (keyboard, mouse, gamepad, touch), call methods on live nodes, await signals, evaluate a snippet, record and replay input, spawn headless multiplayer peers.
Tests your UI — click a button by its visible caption and assert what's on screen, reading the Control tree (no OCR, works headless).
Writes the boilerplate — connect a signal and generate its correctly-typed handler; emit typed @onready vars; scaffold a character (body + collision shape + sprite + movement script) or a working state machine in one call.
Tells you what's rotting — unused resources, circular dependencies, over-complex scenes, and signal connections whose handler doesn't exist.
Real headless export — builds an actual binary via a shadow-workspace clone, asynchronously, without freezing the editor.
Runs your GUT tests and reports real pass/fail.
Sandboxed paths — every path is checked against traversal outside the project.
185 tools; only 35 load by default so the AI stays focused, the rest grouped by intent and enabled on demand.

Installation
Install this asset, then enable it in Project → Project Settings → Plugins.
Point your AI client at the server:
Claude Code: claude mcp add godot -- npx -y godot-mcp-bridge
Claude Desktop / Cursor: add "godot": { "command": "npx", "args": ["-y", "godot-mcp-bridge"] } to the client's MCP config (Windows: { "command": "cmd", "args": ["/c", "npx", "-y", "godot-mcp-bridge"] }).
Restart the client, then restart the Godot project. Top-right corner should read MCP Connected.
Node.js 18+ required. If it doesn't connect, run npx godot-mcp-bridge doctor — it says which step is missing.

Prefer to skip the AssetLib entirely? From your project folder, npx godot-mcp-bridge install copies the addon in and enables the plugin for you.
Category Tools Tools
License MIT MIT
Repository Provider Custom Custom
Repository Url https://github.com/TomasLucasUTN/godot-mcp-bridge https://github.com/TomasLucasUTN/godot-mcp-bridge
Issues Url
Godot version Godot 4.3 Godot 4.3
Version String 1.0.0 1.0.0
Download Commit https://github.com/TomasLucasUTN/godot-mcp-bridge/releases/download/v1.0.0/godot-mcp-bridge-addon-v1.0.0.zip https://github.com/TomasLucasUTN/godot-mcp-bridge/releases/download/v1.0.0/godot-mcp-bridge-addon-v1.0.0.zip
Download Url (Computed) https://github.com/TomasLucasUTN/godot-mcp-bridge/releases/download/v1.0.0/godot-mcp-bridge-addon-v1.0.0.zip https://github.com/TomasLucasUTN/godot-mcp-bridge/releases/download/v1.0.0/godot-mcp-bridge-addon-v1.0.0.zip
Icon Url https://raw.githubusercontent.com/TomasLucasUTN/godot-mcp-bridge/main/icon.png
https://raw.githubusercontent.com/TomasLucasUTN/godot-mcp-bridge/main/icon.png