Most engine servers push their whole tool list into the client and let you discover at call time that a tool needed an editor plugin. This one keeps the default surface small, lets an agent search for what it needs, and labels every optional group with the Godot-side service it depends on. Worth knowing before you leave one running unattended: the mutation groups covering scenes, scripts, settings, signals, and imports are marked as still needing fixture evidence.
An MCP server for Godot 4 that starts with a small default tool surface and unlocks the rest on request. Editor-side scene and resource work goes through two Godot plugins; without them the server still finds projects, launches the editor, runs the game, and collects debug output.
- Project control: find projects on disk, read and write project settings, launch the editor, run and stop the game, collect debug output
- Scene and script editing: create scenes, add nodes, read and set typed node properties, create and modify GDScript
- Typed Godot values in scene calls — tagged vector payloads like Vector2 with x and y, with plain objects and arrays coerced for common fields
- Class and signal discovery from static engine metadata, plus resource dependency lookups
- Export presets and export runs
- Godot LSP diagnostics and DAP output when those services are enabled
- Runtime inspection, screenshots, and input injection through the runtime addon
- tool-catalog and tool-groups, which search the hidden tools and activate the group you need
- Cursor-based pagination on the tool list, so a large profile does not land in context all at once
Godot 4.x, Bun 1.3.3 or newer, and an MCP-capable client. Install with bun add -g from the GitHub release tarball; the archive carries its own bundled runtime, so installation never contacts npm. Set GODOT_PATH in the client's env block to the Godot executable. GOPEAK_TOOL_PROFILE defaults to compact, with full and legacy exposing the whole legacy surface. Setup gates are labelled rather than hidden: scene and resource edits need the godot_mcp_editor plugin enabled in the project; runtime inspection, screenshots, and input injection need godot_mcp_runtime and its socket on port 7777; LSP tools need Godot LSP on 6005 and DAP tools need DAP on 6006. The bridge and visualizer bind port 6505 on loopback.
One command — bun add -g https://github.com/HaD0Yun/Doyunha-Gopeak/releases/download/v2.3.9/gopeak-2.3.9.tgz
