Beckett - MCP for Godot

io.github.beckettlab由 GitHub 帳號 beckettlab 發布v1.17.0更新於 Nov 1, 2026

MCP server embedded in the Godot 4 editor; drive Godot with AI, zero sidecar.

概覽

AI 產生的概覽

嵌入 Godot 4 編輯器的 MCP 伺服器,讓 AI 透過本機 HTTP 檢視、撰寫、執行並觀察 Godot 專案。

可以做什麼
  • 透過反射探索並操作引擎類別:尋找類別、查看類別說明、讀寫屬性、呼叫方法、讀取場景樹
  • 撰寫場景與腳本:建立、移動、變更父節點、刪除節點,寫入並修補 GDScript 或 C#(寫入前先驗證),連接訊號,建立資源
  • 管理檔案與專案設定:讀取、寫入、列出目錄、搜尋檔案、重新掃描檔案系統、讀取與修改專案設定
  • 執行並觀察遊戲:播放或停止場景、等待條件、讀取日誌、截圖、讀取執行中的遠端場景樹與節點狀態、輪詢效能監視器
  • 算圖診斷與批次操作:算圖探測、除錯繪製模式、專案統計、範本、可復原的批次執行、自我診斷與說明
適用情境
適合以 Godot 4 開發遊戲、希望 AI 助理在已開啟的編輯器中修改場景與腳本,再查看執行中的遊戲來找出問題的情況。適用於 Godot 4.2 以上、GDScript 或 C# 專案,尤其是不想額外安裝 Node 或 Python 橋接程序時。
執行需求
以 GDScript EditorPlugin 形式在 Godot 4 編輯器內本機執行(4.2 以上,建議 4.4 以上),僅限桌面端。可從資源商店安裝或複製外掛目錄,接著在專案設定中啟用,啟用後會自動啟動本機 HTTP 伺服器(預設連接埠 8770)並寫入用戶端設定。選用設定包括 BECKETT_PORT、BECKETT_TOKEN、BECKETT_READONLY、BECKETT_ALLOWLIST 與 BECKETT_CONFIRM_DESTRUCTIVE。C# 編譯檢查需要 .NET SDK。
安裝前請注意
助理可以寫入檔案、修改場景與專案設定並執行遊戲;這些變更可復原,但仍會實際改動專案。每個專案的權杖、唯讀模式、允許清單與破壞性操作確認等防護都是選用設定,README 也說明版本界線是產品限制而非沙箱。付費 Full 版(15 美元)才提供輸入驅動、斷言、匯出與技能包;免費 Lite 版無法驅動遊戲。啟用自動啟動前請先閱讀 SECURITY.md。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 Beckett - MCP for Godot,將其新增到工作區。
  2. 為需要使用其工具的對話啟用該服務。

Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。

其他 MCP 客戶端

參照 儲存庫 中的啟動說明。

README

Beckett — MCP for Godot

Stop waiting for Godot.

[CI] [Discord] [License: MIT] [Godot 4.2+] [MCP] [Release] [Stars] [Last commit]

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 (56 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 46 knowledge packs. See What Full adds.

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

Demo

[Watch Beckett drive Godot]

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 — TCPServer 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 + discovery — find_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-write — write_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 exact Host and Origin checks (anti DNS-rebind), a per-project token for new projects, file reads confined to the project, and read-only / allowlist / confirm-destructive gates; auto-start is opt-out (beckett/autostart=false). SECURITY.md says what is protected, what is not, and how to report a problem.
  • Run → see loop — play_scene → wait_until → logs_read → screenshot / 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 (56) · 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, rescan_filesystem, 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, ui_snapshot (every visible Control as structured state in one call), get_remote_tree, find_nodes, wait_for_node, runtime_get_property, monitor_properties, get_performance_monitors, game_logs
  • Render diagnosis: render_probe (why a 3D node is or is not on screen, as data: visibility chain, frustum, cull mask, material cull mode, triangle winding) and set_debug_draw (switch the running game's debug draw mode, then screenshot one render stage)
  • Project / authoring helpers: get_project_statistics, apply_template, batch_execute, doctor (one-call self-diagnosis: edition, effort cap, server and auth state, client configs, and what the tool list costs your context per tier), help (any tool's full argument catalogue, on demand)
  • 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. 92 tools, 46 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).
  • 46 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.

Lite ships the game-side runtime (addons/beckett/runtime/mcp_runtime.gd, MIT source) that Full's drive tools use, and that runtime understands the drive commands. Lite's tools never send them and Lite's bridge refuses them, so Lite sees the running game without driving it. This is a product boundary, not a sandbox; SECURITY.md has the details.

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 its free tier includes seeing the running game, as Native's does. 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+✅✅variesvaries❌ (4.6+ only)
Tool count5692~12~163154

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 Asset Store tab (AssetLib before 4.7), search "Beckett", and install (Asset Store listing, Asset Library #5296). Or copy addons/beckett/ into your project manually.
  2. Enable Beckett in Project → Project Settings → Plugins (works on Godot 4.2+, 4.4+ recommended; CI-verified on 4.4.1, and on 4.6.3 & 4.7.2 across Windows, macOS and Linux). 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 (/mcp → beckett). For Cursor/others, point at http://127.0.0.1:8770/mcp (Streamable HTTP) or press the panel's Connect Detected Clients button. 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. 56 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 46 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.


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

來源:README.md,提交 8f42bcd

工具

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版本歷史

4
  1. v1.17.0最新Nov 1, 2026
  2. v1.16.0Oct 6, 2026
  3. v1.15.2Sep 19, 2026
  4. v1.15.1Sep 16, 2026

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