Beckett — MCP for Godot
Zero-sidecar MCP server embedded directly in the Godot 4 editor as a GDScript EditorPlugin — no Node or Python sidecar. Reflection-driven tools over any engine class, validate-before-write GDScript, scene/script/resource authoring, and a runtime play-test loop (play, screenshot, input, assert).
README
Beckett — MCP for Godot
Stop waiting for Godot.
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 dev loop (41 tools). The paid Full edition makes the AI play your game (screenshots, input, asserts) and adds a test runner, animation tools, background exports, and 36 knowledge packs — see What Full adds.
Lite: you play, the AI reads the logs. Full: the AI plays.
Demo
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-sidecar —
TCPServerHTTP/JSON-RPC server polled on the editor main thread. No marshalling, nothing extra to install beyond the addon. - Reflection-first + discovery —
find_classes/describe_class/find_methodsmake the whole engine surface searchable;describe_object/set_property/call_methodthen drive anyNode/Resource/Object. Reaches TileMap, GPUParticles, AnimationTree, NavMesh, shaders… with no per-domain code. - GDScript dev-loop with validate-before-write —
write_script/script_patchparse 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_executerolls a whole batch back on failure. - One-step install — enabling the plugin auto-starts the server and writes
.mcp.json, soclaude/Cursor connects with zero hand-editing (no Node.js to install — the competitor needs it just to try). - Security — localhost-only with
Originvalidation (anti DNS-rebind) + optional bearer token; read-only / allowlist / confirm-destructive gates; auto-start is opt-out (beckett/autostart=false). - Run + read-the-logs loop —
play_scene→wait_until→logs_read→ fix: launch the game and tail its output and errors while you play. (Full closes the loop autonomously — the AI itself sees and drives the running game.) Plus MCP Resources + Prompts. - Dock panel — status, one-click Start/Stop, copy-client-config, and an AI-effort slider (1–3 in Lite) 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_changedover 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, andstructuredContent(2025-06-18) alongside text results. An audit ring (audit://recent) records the last 200 tool calls — see everything the AI did.
Tools (41) · Resources (6) · Prompts (5)
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_methoddrive any of Godot's 1000+ classes throughClassDB— TileMap, GPUParticles, AnimationTree, shaders, your ownclass_name— 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 loop:
- 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 - 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 + logs loop:
play_scene,stop_scene,get_play_state,wait_until,logs_read - 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:
- The AI plays:
screenshot,get_remote_tree,simulate_input, UI clicks in 2D + 3D (click_control/click_node3d/click_world),scroll/drag,find_nodes, livegame_logswith stack traces,record_input/replay_input. - The AI verifies:
assert_node_state,assert_screen_text,compare_screenshots, plus the in-editor test runner (test_run). - Author + ship:
animation_manage(keys / tracks / presets),scatter_nodes(Scene-Paint mass placement), backgroundexport_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). - 36 skill knowledge packs (
list_skills/load_skill): gdscript, particles, animation, ui, physics, multiplayer, and more — so reflection reaches each domain with no per-domain tools.
Full is a one-time purchase with lifetime updates: https://beckettlabs.itch.io/beckett-godot-mcp
Use
- Copy
addons/beckett/into your Godot 4.4+ project (verified on 4.4.1, 4.6.2 & 4.7) and enable Beckett — MCP for Godot in Project → Project Settings → Plugins. - Done — enabling the plugin auto-starts the server and writes
.mcp.json. (Opt out:beckett/autostart=false,beckett/auto_write_client_config=false. Other options:BECKETT_PORTdefault8770,BECKETT_TOKEN,BECKETT_READONLY=1,BECKETT_ALLOWLIST,BECKETT_CONFIRM_DESTRUCTIVE=1. Panel has Start/Stop.) - Connect your client. For Claude Code, just run
claudein the project — the auto-written.mcp.jsonwires it up (/mcp→ beckett). For Cursor/others, point athttp://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 core: reflection/discovery, scene & script authoring, signals, resource create/assign, files & project settings, the play → wait → logs_read dev loop, and Resources + Prompts + dock panel. 41 tools. Built and verified live on Godot 4.4.1, 4.6.2 and 4.7 (headless editor + a real HTTP MCP client).
The Full edition adds the agent-driven play-test layer (screenshots, input injection, UI clicks, assertions, the test runner, animation_manage), background export jobs, and the bundled skill packs — it can see and drive 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.
Beckett is a third-party tool, not affiliated with or endorsed by the Godot Foundation. "Godot" is a trademark of the Godot Foundation.
Recommended Servers
playwright-mcp
A Model Context Protocol server that enables LLMs to interact with web pages through structured accessibility snapshots without requiring vision models or screenshots.
Magic Component Platform (MCP)
An AI-powered tool that generates modern UI components from natural language descriptions, integrating with popular IDEs to streamline UI development workflow.
Audiense Insights MCP Server
Enables interaction with Audiense Insights accounts via the Model Context Protocol, facilitating the extraction and analysis of marketing insights and audience data including demographics, behavior, and influencer engagement.
VeyraX MCP
Single MCP tool to connect all your favorite tools: Gmail, Calendar and 40 more.
graphlit-mcp-server
The Model Context Protocol (MCP) Server enables integration between MCP clients and the Graphlit service. Ingest anything from Slack to Gmail to podcast feeds, in addition to web crawling, into a Graphlit project - and then retrieve relevant contents from the MCP client.
Kagi MCP Server
An MCP server that integrates Kagi search capabilities with Claude AI, enabling Claude to perform real-time web searches when answering questions that require up-to-date information.
E2B
Using MCP to run code via e2b.
Neon Database
MCP server for interacting with Neon Management API and databases
Exa Search
A Model Context Protocol (MCP) server lets AI assistants like Claude use the Exa AI Search API for web searches. This setup allows AI models to get real-time web information in a safe and controlled way.
Qdrant Server
This repository is an example of how to create a MCP server for Qdrant, a vector search engine.
