MCP.Market

Godot Agent Loop MCP server

by beremaran·io.github.beremaran/godot-agent-loop·v1.0.1·6 stars

MCP automation loop with 167 tested tools for Godot 4

A92/100grade A
What users say
No reviews yet
Be the first
Safety scan
A92/100

full report

Adoption
Growing

6 stars122 downloads/wk

Reviews

Write one

Nobody has reviewed Godot Agent Loop yet.

If you have run it, two minutes of your experience saves the next person an afternoon.

Godot Agent Loop tools (100, 23 write)

write = sends, deletes, buys or posts

Read from the package source without running it. The installed server may list more.

  • add_node

    Add a node to an existing scene

  • analyze_project_integrity

    Analyze dependencies and integrity or preview a safe resource rename

  • attach_script

    Attach a GDScript to a scene node (headless)

  • create_csharp_scriptwrite action

    Create a C# script file in a Godot .NET project

  • create_directorywrite action

    Create a directory inside a Godot project

  • create_projectwrite action

    Create a new Godot project from scratch

  • create_resourcewrite action

    Create a .tres resource file (headless)

  • create_scenewrite action

    Create a new Godot scene file

  • delete_filewrite action

    Delete a file from a Godot project

  • editor_control

    Inspect and edit open scenes through an authenticated editor bridge

  • export_mesh_library

    Export a scene as a MeshLibrary resource

  • export_project

    Export a Godot project using a preset

  • game_add_collision

    Add a collision shape to a physics body node

  • game_audio_bus

    Set volume, mute, or solo on an audio bus

  • game_audio_play

    Play, stop, or pause an AudioStreamPlayer node

  • game_bone_pose

    Get or set bone poses on a Skeleton3D node

  • game_call_method

    Call a method on any node in the running game with optional arguments

  • game_change_scene

    Switch to a different scene file in the running game

  • game_click

    Click at a position in the running Godot game window

  • game_connect_signal

    Connect a signal from one node to a method on another node in the running game

  • game_create_animationwrite action

    Create an animation with tracks and keyframes

  • game_create_jointwrite action

    Create a physics joint between two bodies

  • game_create_timerwrite action

    Create a Timer node with configuration

  • game_debug_draw

    Draw debug lines, spheres, or boxes in 3D

  • game_disconnect_signal

    Disconnect a signal connection in the running game

  • game_emit_signal

    Emit a signal on a node in the running game, optionally with arguments

  • game_environment

    Get or set environment and post-processing settings

  • game_evalwrite action

    Execute GDScript in the running game. Use "return" for values.

  • game_find_nodes_by_class

    Find all nodes of a specific class type in the running game

  • game_gamepadwrite action

    Send gamepad button or axis input event

  • game_get_audio

    Get audio bus layout and playing streams

  • game_get_camera

    Get active camera position, rotation, and size

  • game_get_errors

    Get new push_error/push_warning messages since last call

  • game_get_logs

    Get new print output from the running game since last call

  • game_get_node_info

    Get node info: class, properties, signals, methods, children

  • game_get_nodes_in_group

    Get all nodes belonging to a specific group in the running game

  • game_get_property

    Get a property value from any node in the running game by its path

  • game_get_scene_tree

    Get scene tree structure of the running game

  • game_get_ui

    Get visible UI elements from the running game

  • game_http_request

    HTTP GET/POST/PUT/DELETE with headers and body

  • game_instantiate_scene

    Load a PackedScene and add it as a child of a node in the running game

  • game_key_hold

    Hold a key down without auto-releasing

  • game_key_presswrite action

    Send a key press or input action to the running game

  • game_key_release

    Release a previously held key

  • game_manage_group

    Add or remove a node from a group, or list groups

  • game_mouse_drag

    Drag mouse between two points over N frames

  • game_mouse_move

    Move the mouse in the running Godot game

  • game_multiplayer

    ENet multiplayer create server/client/disconnect

  • game_navigate_path

    Query a navigation path between two points

  • game_pause

    Pause or unpause the running game

  • game_performance

    Sample live performance metrics or run a bounded profiler session

  • game_physics_body

    Configure physics body properties (mass, velocity, etc.)

  • game_play_animation

    Control an AnimationPlayer node: play, stop, pause, or list animations

  • game_raycast

    Cast a ray and return collision results

  • game_remove_nodewrite action

    Remove and free a node from the running game's scene tree

  • game_reparent_node

    Move a node to a new parent in the running game's scene tree

  • game_screenshot

    Screenshot the running game (returns base64 PNG)

  • game_scrollwrite action

    Send mouse scroll wheel event at position

  • game_serialize_state

    Save or load node tree state as JSON

  • game_set_camera

    Move or rotate the active camera

  • game_set_particles

    Configure GPUParticles2D/3D node properties

  • game_set_property

    Set a property on a node in the running game

  • game_set_shader_param

    Set a shader parameter on a node's material

  • game_spawn_nodewrite action

    Create a new node of any type at runtime

  • game_tilemap

    Get or set cells in a TileMapLayer node

  • game_tween_property

    Tween a node property in the running game

  • game_ui_theme

    Apply theme overrides to a Control node

  • game_viewportwrite action

    Create or configure a SubViewport node

  • game_visual_regression

    Capture or compare rendered PNGs with tolerances, masks, and diff artifacts

  • game_wait

    Wait N frames in the running game

  • game_websocket

    WebSocket client connect/disconnect/send messages

  • get_debug_output

    Get the current debug output and errors

  • get_godot_version

    Get the installed Godot version

  • get_project_info

    Retrieve metadata about a Godot project

  • get_uid

    Get the UID for a specific file in a Godot project (for Godot 4.4+)

  • godot_tools

    Search, inspect, or call tools outside the default core surface

  • launch_editor

    Launch Godot editor for a specific project

  • list_project_files

    List project files, optionally filtered by extension

  • list_projects

    List Godot projects in a directory

  • load_sprite

    Load a sprite into a Sprite2D node

  • manage_addon

    Install and manage hash-pinned local EditorPlugins with reload validation

  • manage_autoloads

    Add, remove, or list autoloads in a Godot project

  • manage_export_presetswrite action

    Create or modify export preset configuration

  • manage_import_pipeline

    Inspect, change, reimport, and trace imported Godot source assets

  • manage_input_map

    Add, remove, or list input actions and bindings

  • modify_project_settings

    Modify a project.godot setting

  • modify_scene_node

    Modify node properties in a scene file (headless)

  • read_file

    Read a text file from a Godot project

  • read_project_settings

    Read project.godot as structured JSON

  • read_scene

    Read scene file as JSON node tree (headless)

  • remove_scene_nodewrite action

    Remove a node from a scene file (headless)

  • run_projectwrite action

    Run the Godot project and capture output

  • run_project_testswrite action

    Discover or run native, GUT, and GdUnit4 project tests with structured results

  • save_scene

    Save changes to a scene file

  • stop_project

    Stop the currently running Godot project

  • update_project_uidswrite action

    Update UID references by resaving resources (4.4+)

  • verify_dotnet_project

    Inspect, restore, build, and run a project with the matching Godot.NET.Sdk

  • verify_export_readiness

    Validate presets/templates, export, inspect artifacts, and smoke-run builds

  • verify_projectwrite action

    Run bounded assertions and capture evidence with deterministic teardown

  • write_filewrite action

    Create or overwrite a text file in a Godot project

Public scan report

scanner v0.1.9 · 2026-09-25 · same rubric, same numbers if you re-run it

no findings
  • Code scan40 source files scanned25/25
  • –Live reliabilityno gateway calls yet and no remote to proben/a
  • –Tool poisoningtools not inspected (local package is not executed); not countedn/a
  • Auth qualitylocal package, no credentials required12/15
  • Maintenancelast push 11 days ago15/15
  • Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10
Overall 92/100. Components that don't apply are left out of the denominator. Any critical finding is an F.RubricAppeal a findingJSON

How Godot Agent Loop compares

Against every graded AI and agents MCP server, from our own scans and uptime checks. Updated after each scan run.

Safety score
92/100
higher than 90% of 4,460 AI and agents servers
Tools
100
the typical AI and agents server has 6
Tools that change things
23%
typical: 0%. Fewer write tools means less an agent can break
GitHub stars
6
more than 80% of 2,711 AI and agents servers
Downloads a week
122
more than 67% of 1,538 AI and agents servers with a package

What its tools let an agent do: 71 read · 8 create · 16 change · 2 delete · 3 run or deploy

Install Godot Agent Loop in Claude Code, Cursor or VS Code

Runs npx -y @beremaran/godot-agent-loop on your machine. Read the scan report first; the gateway never runs local packages.

claude mcp add godot-agent-loop -- npx -y @beremaran/godot-agent-loop
Add to Cursor

What the publisher says

From the Godot Agent Loop repository's README, as published. We do not edit it. Read it on GitHub

Godot Agent Loop

Build it. Play it. Prove it.

An MCP automation loop for Godot 4.

Other integrations give agents tools. Godot Agent Loop gives them a feedback loop to author, run, observe, playtest, and independently verify Godot games:

author → validate → run → observe → playtest → verify → refine

Watch the 65-second demo · Read the exact run evidence · Inspect the resulting project

Quickstart

claude mcp add godot-agent-loop -- npx -y @beremaran/godot-agent-loop

Then point the agent at a project directory—or an empty directory—and describe the playable result. The default core surface is kept within the generated tool-surface budget. Use read-only godotcatalog to find and inspect a hidden capability, then godotcall to execute it. Runtime injection is transient; watched projects can use the optional persistent editor addon.

Using Cline, Cursor, or another MCP client? See Configuration.

Proof before claims

Inspector, Inspect AI, real-client, scorer, baseline, and paired-comparison lanes, including exactly which agent and model each lane uses.

  • The evaluation guide documents the pinned conformance,

independently verifying a playable win/lose game with zero human corrections in under seven minutes, using 103 MCP calls and no built-in tools. That launch pre-dates the lean surface reduction, which deliberately removed file, scene-authoring, and project-settings tools whose work host editors and shells do better; see the launch evidence and the changelog.

  • A retained representative real-Godot path is enforced in CI.
  • Historically, a cold agent demonstrated MCP-only operation by building and

the editor provides a human Pause Agent control.

  • Privileged reflection and code-execution groups are denied by default, and

Support is deliberately bounded: Godot 4.7 is both the compatibility floor and the primary target. Editor attachment is verified on Linux CI and in a headed macOS 4.7.1 acceptance run; Windows retains the documented portable acceptance path but not an editor-UI claim. Full debugger automation, native extension builds, and unbounded engine control are not claimed. Details in the verified support boundary.

Highlights

Shortened. The full README is on GitHub.

Nothing above is checked by us. What we check is on the safety report.

Godot Agent Loop: common questions

Is Godot Agent Loop MCP server safe?
Yes, by our scan: it is graded A (92/100). Read the Godot Agent Loop safety report
How do I install Godot Agent Loop?
It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
Does Godot Agent Loop need an API key?
Not as far as the registry entry and our scan can tell: no credentials are declared or required.
Is Godot Agent Loop maintained?
The last commit was 50 days ago (2026-09-15). The latest release is v1.0.1.
What can I use instead of Godot Agent Loop?
Servers from other publishers that do the same job: Agent-Native Chat MCP server, Godot MCP server and AI Game Developer: MCP for Unity, Unreal and Godot MCP server.
How does Godot Agent Loop compare with other AI and agents MCP servers?
safety score 92/100 (higher than 90% of 4,460 AI and agents servers); tools 100 (the typical AI and agents server has 6); tools that change things 23% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.

Alternatives to Godot Agent Loop

Same job from other publishers: the closest match first, then the best rated.

  • Agent-Native Chat
    Minimal chat-first app with durable threads, actions, and the app-agent loop
    A
  • Godot MCP
    Agent-driven Godot playtesting: editor control, input injection, game-time stepping, live state.
    A
  • AI Game Developer: MCP for Unity, Unreal and Godot
    Make games with AI: one MCP server that connects your agent to Unity, Unreal and Godot editors.
    A