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.
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 keeps prompt/tool-list token usage low while preserving access to the full toolset via catalog discovery.
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.
- 95+ tools available across scene/script/resource/runtime/LSP/DAP/input/assets.
- Token-efficient by default: compact tool surface for lower context overhead.
- Discoverability built-in: use
tool.catalog(alias oftool_catalog) to find hidden or legacy tools by keyword. - 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): exposes a curated alias set (about 20 core tools)full: exposes full legacy tool list (95+)legacy: same exposed behavior asfull
Configure with either:
GOPEAK_TOOL_PROFILEMCP_TOOL_PROFILE(fallback alias)
How to discover hidden tools in compact mode
Call:
tool.catalog(compact alias)tool_catalog(legacy name)
Example intent:
"Use
tool.catalogwith queryanimationand show relevant tools."
This lets assistants start with a small, efficient default surface but still find and use the full capability set when needed.
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/godot-mcp.git
cd godot-mcp
npm install
npm run build
node build/index.js
GoPeak also exposes two CLI bin names:
gopeakgodot-mcp
Addons (Recommended)
Auto Reload + Runtime Addon installer
Install in your Godot project folder:
curl -sL https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install-addon.sh | bash
PowerShell:
iwr https://raw.githubusercontent.com/HaD0Yun/godot-mcp/main/install-addon.ps1 -UseBasicParsing | iex
Then enable plugin in Project Settings → Plugins.
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 in compact mode
- "Use
tool.catalogwith querytilemapand list the most relevant tools." - "Find import pipeline tools with
tool.catalogqueryimportand run the best one for texture settings."
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 |
DEBUG | Enable server debug logs (true/false) | false |
LOG_MODE | Recording mode: lite or full | lite |
Ports
| Port | Service |
|---|---|
6505 | Unified Godot Bridge + Visualizer server (+ /health, /mcp) |
6005 | Godot LSP |
6006 | Godot DAP |
7777 | Runtime addon command socket (only needed for runtime tools) |
Minimal port profiles
- Core editing only:
6505 - Core + runtime actions (screenshots/input/runtime inspect):
6505+7777 - Full debugging + diagnostics:
6505+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.catalogand search by capability keyword
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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