GoPeak
The most comprehensive MCP server for Godot Engine. 95+ tools for scene management, GDScript LSP, DAP debugging, screenshot capture, input injection, and CC0 asset library.
GoPeak

GoPeak is an MCP server for Godot that lets AI assistants run, inspect, modify, and debug real projects end-to-end.
Join the GoPeak Discord community: https://discord.gg/FPKn4Xp8
Quick Start (3 Minutes)
Requirements
- Godot 4.x
- Node.js 18+
- MCP-compatible client (Claude Desktop, Cursor, Cline, OpenCode, etc.)
1) Run GoPeak
npx -y gopeak
or install globally:
npm install -g gopeak
gopeak
2) Add MCP client config
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "gopeak"],
"env": {
"GODOT_PATH": "/path/to/godot",
"GOPEAK_TOOL_PROFILE": "compact"
}
}
}
}
GOPEAK_TOOL_PROFILE=compactis the default. It exposes 33 core tools with 22 dynamic tool groups (78 additional tools) that activate on demand — keeping token usage low while preserving full capability.
3) First prompts to try
- "List Godot projects in
/your/projectsand show project info." - "Create
scenes/Player.tscnwithCharacterBody2Droot and add a movement script." - "Run project, get debug output, then fix top error."
Why GoPeak
- Real project feedback loop: run the game, inspect logs, and fix in-context.
- 110+ tools available across scene/script/resource/runtime/LSP/DAP/input/assets.
- Token-efficient by default: compact tool surface (33 tools) + dynamic tool groups. Only activate what you need — no more 110-tool context bombs.
- Dynamic tool groups: search with
tool.catalogand matching groups auto-activate. Or manually activate withtool.groups. - Deep Godot integration: ClassDB queries, runtime inspection, debugger hooks, bridge-based scene/resource edits.
Best For
- Solo/indie developers moving quickly with AI assistance
- Teams that need AI grounded in actual project/runtime state
- Debug-heavy workflows (breakpoints, stack traces, live runtime checks)
Tool Surface Model (Important)
GoPeak supports three exposure profiles:
compact(default): 33 core tools + 22 dynamic tool groups (78 additional tools activated on demand)full: exposes full legacy tool list (110+)legacy: same exposed behavior asfull
Configure with either:
GOPEAK_TOOL_PROFILEMCP_TOOL_PROFILE(fallback alias)
Dynamic Tool Groups (compact mode)
In compact mode, 78 additional tools are organized into 22 groups that activate automatically when needed:
| Group | Tools | Description |
|---|---|---|
scene_advanced | 3 | Duplicate, reparent nodes, load sprites |
uid | 2 | UID management for resources |
import_export | 5 | Import pipeline, reimport, validate project |
autoload | 4 | Autoload singletons, main scene |
signal | 2 | Disconnect signals, list connections |
runtime | 4 | Live scene inspection, runtime properties, metrics |
resource | 4 | Create/modify materials, shaders, resources |
animation | 5 | Animations, tracks, animation tree, state machine |
plugin | 3 | Enable/disable/list editor plugins |
input | 1 | Input action mapping |
tilemap | 2 | TileSet and TileMap cell painting |
audio | 4 | Audio buses, effects, volume |
navigation | 2 | Navigation regions and agents |
theme_ui | 3 | Theme colors, font sizes, shaders |
asset_store | 3 | Search/download CC0 assets |
testing | 6 | Screenshots, viewport capture, input injection |
dx_tools | 4 | Error log, project health, find usages, scaffold |
intent_tracking | 9 | Intent capture, decision logs, handoff briefs |
class_advanced | 1 | Class inheritance inspection |
lsp | 3 | GDScript completions, hover, symbols |
dap | 6 | Breakpoints, stepping, stack traces |
version_gate | 2 | Version validation, patch verification |
How it works:
-
Auto-activation via catalog: Search with
tool.catalogand matching groups activate automatically."Use
tool.catalogwith queryanimationand show relevant tools." -
Manual activation: Directly activate a group with
tool.groups."Use
tool.groupsto activate thedapgroup for debugging." -
Deactivation: Remove groups when done to reduce context.
"Use
tool.groupsto reset all active groups."
The server sends notifications/tools/list_changed so MCP clients (Claude Code, Claude Desktop) automatically refresh the tool list.
Don't worry about tokens
GoPeak uses cursor-based pagination for tools/list — even in full profile, tools are delivered in pages (default 33) instead of dumping all 110+ definitions at once. Your AI client fetches the next page only when it needs more.
Set page size with GOPEAK_TOOLS_PAGE_SIZE:
{
"env": {
"GOPEAK_TOOLS_PAGE_SIZE": "25"
}
}
Installation Options
A) Recommended: npx
npx -y gopeak
B) Global install
npm install -g gopeak
gopeak
C) From source
git clone https://github.com/HaD0Yun/Gopeak-godot-mcp.git
cd godot-mcp
npm install
npm run build
node build/index.js
GoPeak also exposes two CLI bin names:
gopeakgodot-mcp
Documentation
CI
GitHub Actions runs on push/PR and executes:
npm run buildnpx tsc --noEmitnpm run smoke
Run the same checks locally:
npm run ci
Versioning & Release
Use the built-in bump script to keep package.json and server.json in sync:
node scripts/bump-version.mjs patch
node scripts/bump-version.mjs minor --dry-run
Full release checklist: docs/release-process.md.
Addons (Recommended)
Auto Reload + Editor Bridge + Runtime Addon installer
Install in your Godot project folder:
curl -sL https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.sh | bash
PowerShell:
iwr https://raw.githubusercontent.com/HaD0Yun/Gopeak-godot-mcp/main/install-addon.ps1 -UseBasicParsing | iex
Then enable plugins in Project Settings → Plugins (especially godot_mcp_editor for bridge-backed scene/resource tools).
Core Capabilities
- Project control: launch editor, run/stop project, capture debug output
- Scene editing: create scenes, add/delete/reparent nodes, edit properties
- Script workflows: create/modify scripts, inspect script structure
- Resources: create/modify resources, materials, shaders, tilesets
- Signals/animation: connect signals, build animations/tracks/state machines
- Runtime tools: inspect live tree, set properties, call methods, metrics
- LSP + DAP: diagnostics/completion/hover + breakpoints/step/stack trace
- Input + screenshots: keyboard/mouse/action injection and viewport capture
- Asset library: search/fetch CC0 assets (Poly Haven, AmbientCG, Kenney)
Tool families (examples)
| Area | Examples |
|---|---|
| Project | project.list, project.info, editor.run |
| Scene/Node | scene.create, scene.node.add, set_node_properties |
| Script | script.create, script.modify, script.info |
| Runtime | runtime.status, inspect_runtime_tree, call_runtime_method |
| LSP/DAP | lsp.diagnostics, lsp_get_hover, dap_set_breakpoint, dap.output |
| Input/Visual | inject_key, inject_mouse_click, capture_screenshot |
Project Visualizer
Visualize your entire project architecture with visualizer.map (map_project legacy). Scripts are grouped by folder structure into color-coded categories.

Quick Prompt Examples
Build
- "Create a Player scene with CharacterBody2D, Sprite2D, CollisionShape2D, and a basic movement script."
- "Add an enemy spawner scene and wire spawn signals to GameManager."
Debug
- "Run the project, collect errors, and fix the top 3 issues automatically."
- "Set a breakpoint at
scripts/player.gd:42, continue execution, and show stack trace when hit."
Runtime testing
- "Press
ui_accept, move mouse to (400, 300), click, then capture a screenshot." - "Inspect live scene tree and report nodes with missing scripts or invalid references."
Discovery & dynamic groups
- "Use
tool.catalogwith querytilemapand list the most relevant tools." - "Activate the
daptool group for breakpoint debugging withtool.groups." - "Find import pipeline tools with
tool.catalogqueryimportand run the best one for texture settings." - "Reset all active tool groups with
tool.groupsto reduce context."
Technical Reference
Environment variables
| Name | Purpose | Default |
|---|---|---|
GOPEAK_TOOL_PROFILE | Tool exposure profile: compact, full, legacy | compact |
MCP_TOOL_PROFILE | Fallback profile env alias | compact |
GODOT_PATH | Explicit Godot executable path | auto-detect |
GODOT_BRIDGE_PORT | Bridge/Visualizer HTTP+WS port override (aliases: MCP_BRIDGE_PORT, GOPEAK_BRIDGE_PORT) | 6505 |
DEBUG | Enable server debug logs (true/false) | false |
LOG_MODE | Recording mode: lite or full | lite |
GOPEAK_TOOLS_PAGE_SIZE | Number of tools per tools/list page (pagination) | 33 |
GOPEAK_BRIDGE_PORT | Port for unified bridge/visualizer server | 6505 |
GOPEAK_BRIDGE_HOST | Bind host for bridge/visualizer server | 127.0.0.1 |
Ports
| Port | Service |
|---|---|
6505 (default) | Unified Godot Bridge + Visualizer server (+ /health, /mcp) on loopback by default |
6005 | Godot LSP |
6006 | Godot DAP |
7777 | Runtime addon command socket (only needed for runtime tools) |
Minimal port profiles
- Core editing only: bridge port (
GODOT_BRIDGE_PORT, default6505) - Core + runtime actions (screenshots/input/runtime inspect): bridge port +
7777 - Full debugging + diagnostics: bridge port +
6005+6006+7777
Troubleshooting
- Godot not found → set
GODOT_PATH - No MCP tools visible → restart your MCP client
- Project path invalid → confirm
project.godotexists - Runtime tools not working → install/enable runtime addon plugin
- Need a tool that is not visible → run
tool.catalogto search and auto-activate matching groups, or usetool.groupsto activate a specific group
Docs & Project Links
License
MIT — see LICENSE.
Credits
- Original MCP server by Coding-Solo
- GoPeak enhancements by HaD0Yun
- Project visualizer inspired by tomyud1/godot-mcp
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