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Beckett — MCP for Godot logo

Beckett — MCP for Godot

beckettlab/beckett-godot-mcp
3 starsv1.2.1Registry activeMITUpdated 2026-06-25Community

Works with

Claude CodeClaude DesktopCursorVS CodeClineCodex CLIOpenClaw+ any MCP client

Install to Claude Code

This server doesn't publish a one-line install command. Follow the setup in the source repository.

Summary

Zero-sidecar MCP server embedded directly in the Godot 4 editor as a GDScript EditorPlugin — no Node or Python sidecar.

README.md

Beckett — MCP for Godot

Stop waiting for Godot.

![CI](https://github.com/beckettlab/beckett-godot-mcp/actions/workflows/ci.yml) ![Discord](https://discord.gg/pBAugYuerR) ![License: MIT](LICENSE) ![Godot 4.2+](https://godotengine.org) ![MCP](https://modelcontextprotocol.io) ![Release](https://github.com/beckettlab/beckett-godot-mcp/releases) ![Stars](https://github.com/beckettlab/beckett-godot-mcp/stargazers) ![Last commit](https://github.com/beckettlab/beckett-godot-mcp/commits)

Beckett is a zero-sidecar Model Context Protocol (MCP) server embedded directly in the Godot 4 editor as a GDScript EditorPlugin. AI agents (Claude and others) drive the editor over HTTP — no Node/Python bridge, no second process, no cloud.

This repository is the free, MIT-licensed Lite edition: the complete inspect → author → run → SEE dev loop (50 tools), for *GDScript and C#. The AI can now watch your running game on the free tier: screenshot it, read the live remote scene tree and node state, poll performance monitors, and tail the game's logs. The paid Full edition makes the AI the playtester* (it drives input, clicks 2D/3D and UI, and asserts the results), plus a test runner, animation tools, scatter_nodes, background exports, project-wide analysis, and 37 knowledge packs. See What Full adds.

Lite: the AI sees your game. Full: the AI playtests it.

Demo

![Watch Beckett drive Godot](https://www.youtube.com/watch?v=oUHrA4ojqdg)

Why

Existing Godot MCP servers either shell out to the CLI (can't play the game, screenshot, or inspect runtime) or run a Node/Python sidecar that relays to a thin in-editor addon. This one makes the addon itself the MCP server, and exposes reflection-generic tools that work on any class via ClassDB — instead of hundreds of hand-coded per-domain wrappers (an anti-pattern: LLMs degrade past ~40 tools).

Highlights

  • Zero-sidecarTCPServer HTTP/JSON-RPC server polled on the editor main thread. No marshalling, nothing extra to install beyond the addon.
  • The AI sees your game (free)screenshot the running game, read the live remote scene tree (get_remote_tree / find_nodes / wait_for_node), read live node state (runtime_get_property / monitor_properties), poll get_performance_monitors, and tail game_logs with stack traces. The free tier can watch and diagnose the running game; Full closes the loop by driving input and asserting the result.
  • GDScript and C#, one addon, zero sidecar — the C#/.NET dev loop is free too: build_csharp runs a dotnet build compile-check that returns structured file:line:col + CS-code diagnostics (safe while the editor is open, no new dependency beyond the .NET SDK a C# project already needs), write_script is .cs-aware, and reflection surfaces your C# [GlobalClass] types just like GDScript class_name.
  • Reflection-first + discoveryfind_classes / describe_class / find_methods make the whole engine surface searchable; describe_object / set_property / call_method then drive any Node / Resource / Object. Reaches TileMap, GPUParticles, AnimationTree, NavMesh, shaders… with no per-domain code.
  • GDScript dev-loop with validate-before-writewrite_script / script_patch parse the code first and refuse to write what doesn't compile (closing the #1 AI-on-Godot failure: hallucinated GDScript). Godot's edge over UE: reload needs no compile step.
  • Undoable authoring — every scene/node mutation goes through EditorUndoRedoManager (atomic + undoable); batch_execute rolls a whole batch back on failure.
  • One-step install — enabling the plugin auto-starts the server and writes .mcp.json, so claude/Cursor connects with zero hand-editing (no Node.js to install — the competitor needs it just to try).
  • Security — localhost-only with Origin validation (anti DNS-rebind) + optional bearer token; read-only / allowlist / confirm-destructive gates; auto-start is opt-out (beckett/autostart=false).
  • Run → see loopplay_scenewait_untillogs_readscreenshot / get_remote_tree → fix: launch the game, tail its output and errors, then look at the running frame and live scene tree to diagnose. (Full closes the loop autonomously: the AI drives the game and asserts.) Plus MCP Resources + Prompts.
  • Dock panel — status, one-click Start/Stop, copy-client-config, and an AI-effort slider (1–4 in Lite; L4 = See) that caps how many tools are advertised: cheaper model context when you only need a slice. Applies live, no reconnect — the server pushes notifications/tools/list_changed over its SSE stream and list-changed-aware clients (Claude Code, Cursor, …) re-fetch on the spot.
  • Responsive even unfocused — while MCP traffic is active the server clamps the editor's low-processor sleep, so calls stay fast when you're focused on the terminal instead of the editor (the usual agent setup).
  • Spec-current MCP — protocol version negotiation, tool annotations (readOnlyHint/destructiveHint/openWorldHint) on every tool, and structuredContent (2025-06-18) alongside text results. An audit ring (audit://recent) records the last 200 tool calls — see everything the AI did.

Tools (50) · Resources (6) · Prompts (6)

Fewer tools, on purpose — that's the moat, not a limitation. Most Godot MCPs hand-code one tool per task (create_sprite, add_collision, make_timer…) — hundreds that still miss classes and flood the model's context (LLMs measurably degrade past ~40 tools). Beckett's are reflection-generic: describe_class / set_property / call_method drive any of Godot's 1000+ classes through ClassDB — TileMap, GPUParticles, AnimationTree, shaders, your own class_name or C# [GlobalClass] — with no per-domain code. Don't count tools, count coverage: a smaller, sharper toolset that reaches the whole engine beats a hundred narrow wrappers that don't.

The free Lite edition — the complete inspect → author → run → see loop, for GDScript and C#:

  • Reflection / discovery: get_godot_version, find_classes, describe_class, find_methods, describe_object, set_property, call_method, get_scene_tree
  • Scene authoring (undoable): create_node, delete_node, rename_node, reparent_node, duplicate_node, move_node, instance_scene, save_scene, open_scene
  • GDScript dev-loop: validate_script, write_script, script_patch, read_script, attach_script
  • C#/.NET dev-loop: build_csharp (a dotnet build compile-check returning structured file:line:col + CS-code diagnostics, safe while the editor is open, zero new dependency; write_script is .cs-aware and C# [GlobalClass] types show up in reflection)
  • Signals: connect_signal, disconnect_signal, list_signals
  • Resource assets: create_resource, set_resource
  • Files / project: read_file, write_file, list_dir, search_files, get_project_setting, set_project_setting
  • Run loop: play_scene, stop_scene, get_play_state, wait_until, logs_read
  • Runtime observation (the AI sees your game): screenshot, get_remote_tree, find_nodes, wait_for_node, runtime_get_property, monitor_properties, get_performance_monitors, game_logs
  • Project / authoring helpers: get_project_statistics, apply_template, batch_execute
  • MCP Resources: scene://tree, scene://selection, project://settings, assets://list, log://output, audit://recent
  • MCP Prompts: inspect_node, audit_scene, setup_2d_player, fix_script_errors, build_test_fix, make_game

What Full adds

The Full edition is the same core plus a premium layer that makes the AI the playtester: it sees the screen, presses the buttons, and verifies the result. 80 tools, 37 skill packs total:

  • The AI drives: simulate_input, UI clicks in 2D + 3D (click_button_by_text / click_control / click_node3d / click_world), scroll / drag, get_control_rect / find_ui_elements, live runtime_call / runtime_set_property, and record_input / replay_input.
  • The AI verifies: assert_node_state, assert_screen_text, assert_scene, compare_screenshots, plus the in-editor test runner (test_run).
  • Author + ship: animation_manage (keys / tracks / presets), scatter_nodes (Scene-Paint mass placement), background export_project + job_status, project-wide analysis (find_unused_resources, detect_circular_dependencies), and the Godot Asset Store / Library browser-installer (asset_lib_search / asset_lib_info / asset_lib_install).
  • 37 skill knowledge packs (list_skills / load_skill): gdscript, particles, animation, ui, physics, multiplayer, mobile, and more, so reflection reaches each domain with no per-domain tools.

Full is a one-time purchase ($15) with lifetime updates: https://beckettlabs.itch.io/beckett-godot-mcp

How it compares

Beckett is one of only a few embedded (zero-sidecar) servers in the field, and the only one that puts seeing the running game in a free tier. The other players have real strengths (raw tool count, mindshare, breadth), so here's an honest side-by-side. (Competitor figures are their own published numbers; they ship far more hand-coded per-domain tools, which is a different design choice, not strictly "more capability": see Why.)

| | Beckett Lite (free, MIT) | Beckett Full ($15) | CLI shell-out (e.g. Coding-Solo, free) | Sidecar (godot-mcp-pro, $15, Node 18+) | Native (free, embedded, 4.6+ only) | |---|:---:|:---:|:---:|:---:|:---:| | Zero sidecar (no Node/Python) | ✅ | ✅ | ❌ (Node CLI shell-out) | ❌ (Node 18+ + TS server) | ✅ (embedded) | | The AI sees the running game (screenshot, live tree, live state) | ✅ free | ✅ | ⚠️ CLI debug output only | ✅ (paid) | ✅ (free) | | The AI drives + asserts (playtest: input, clicks, asserts) | ❌ | ✅ | ❌ | ✅ (input record/replay) | ⚠️ partial | | Validate-before-write (refuses non-compiling GDScript) | ✅ | ✅ | ❌ | ❌ | ❌ | | C# + GDScript | ✅ | ✅ | ❌ (GDScript) | ❌ (GDScript) | ❌ (GDScript) | | Godot 4.2+ | ✅ | ✅ | varies | varies | ❌ (4.6+ only) | | Tool count | 50 | 80 | ~12 | ~163 | 154 |

No trash talk intended: Coding-Solo is the mindshare leader (~4,000★), godot-mcp-pro ships the broadest curated toolset (~163) with input record/replay, and Native gives away 154 tools embedded. Beckett's bet is a smaller reflection-generic surface that reaches the whole engine, validate-before-write, both languages, 4.2+ reach, and the AI seeing your game in the free tier.

Use

  1. Install from the editor. In Godot, open the AssetLib tab, search "Beckett", and install (asset #5296). Or copy addons/beckett/ into your project manually.
  2. Enable Beckett — MCP for Godot in Project → Project Settings → Plugins (works on Godot 4.2+; verified on 4.4.1, 4.6.2 & 4.7, CI-tested on Windows, Linux & macOS). Enabling it auto-starts the server and writes .mcp.json. (Opt out: beckett/autostart=false, beckett/auto_write_client_config=false. Other options: BECKETT_PORT default 8770, BECKETT_TOKEN, BECKETT_READONLY=1, BECKETT_ALLOWLIST, BECKETT_CONFIRM_DESTRUCTIVE=1. Panel has Start/Stop.)
  3. Connect your client. For Claude Code, just run claude in the project — the auto-written .mcp.json wires it up (/mcpbeckett). For Cursor/others, point at http://127.0.0.1:8770/mcp (Streamable HTTP) or use the panel's Set up … buttons. See INSTALL.md.

Status

This is the free, MIT-licensed Lite edition — the inspect → author → run → see core: reflection/discovery, scene & script authoring for GDScript and C# (with build_csharp compile-check), signals, resource create/assign, files & project settings, the play → wait → logs_read dev loop, and the runtime-observation tools that let the AI see the running game (screenshot, get_remote_tree, live node state, perf monitors, game_logs), plus Resources + Prompts + dock panel. 50 tools. Built and verified live on Godot 4.4.1, 4.6.2 and 4.7 (headless editor + a real HTTP MCP client), and CI-tested on every push across Windows, Linux, and macOS.

The Full edition adds the agent-driven play-test layer (the AI drives input, clicks 2D/3D and UI, and asserts results): the test runner (test_run), animation tools (animation_manage), scatter_nodes, background export jobs, project-wide analysis, and the 40 bundled skill packs. It playtests the running game.

License

Lite edition — MIT (this repository). Free and open-source: use it, fork it, ship it. See LICENSE.

The Full edition (the agent-driven play-test layer, background export jobs, and the skill packs) is a separate commercial product — one-time purchase with lifetime updates.

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Beckett is a third-party tool, not affiliated with or endorsed by the Godot Foundation. "Godot" is a trademark of the Godot Foundation.

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