AI agents should use the shared gateway through dcc-mcp-cli; IDE users may
continue to use the MCP endpoint. Prefer typed skills and tools over raw scripts.
dcc-mcp-cli is the preferred control path for every shell-capable agent. If
it is missing, ask the user before installing the latest official release:
# Linux/macOS
curl -fsSL https://raw.githubusercontent.com/dcc-mcp/dcc-mcp-core/main/scripts/install-cli.sh | sh
# Windows PowerShell
powershell -ExecutionPolicy Bypass -c "irm https://raw.githubusercontent.com/dcc-mcp/dcc-mcp-core/main/scripts/install-cli.ps1 | iex"Keep an official build current through the release manifest:
dcc-mcp-cli update check
dcc-mcp-cli update applyupdate apply downloads and stages the latest CLI for the next launch. It
does not update a running dcc-mcp-server; update that server in its own
environment.
dcc-mcp-cli dcc-types
dcc-mcp-cli list
dcc-mcp-cli search --query "<task>" --dcc-type godot
dcc-mcp-cli describe <tool-slug>
dcc-mcp-cli call <tool-slug> --json '{"key":"value"}'dcc-types reports release-catalog support; list reports live sessions. If a
tool belongs to an inactive progressive skill, call dcc-mcp-cli load-skill <skill-name> --dcc-type godot before retrying. For post-task improvement,
attach a stable session id with --meta-json, query dcc-mcp-cli stats --range 24h --session-id <task-id>, then pass the bounded evidence to the
review_skill_improvement prompt from dcc-mcp-skills-creator.
Godot 4 editor adapter for the DCC Model Context Protocol ecosystem. It ships a GDScript
EditorPlugin, an EngineDebugger runtime peer, 163 on-demand tools, and a tested 2D
arena-roguelike skill.
pip install dcc-mcp-godotInstall the packaged addon into a Godot project:
dcc-mcp-godot-install /path/to/projectEnable DCC-MCP Godot under Project Settings > Plugins, then run:
dcc-mcp-godotEach adapter instance uses an OS-assigned MCP port and registers it for CLI discovery.
Connect through the stable gateway at http://127.0.0.1:9765/mcp; set
DCC_MCP_GODOT_PORT only when a fixed direct endpoint is required. The plugin connects
to the loopback bridge at ws://127.0.0.1:3847; override the bridge port with
DCC_MCP_GODOT_BRIDGE_PORT before starting both processes.
- Search skills for the required domain, such as
Godot animation,Godot runtime, orGodot TileMap. - Load only the returned domain skill. Tools remain deferred until their skill is loaded.
- Inspect the project or scene before mutating it, then save and validate the result.
- Load
godot-runtime,godot-input, orgodot-testing-qaafter starting the game when live inspection, input simulation, or QA assertions are required.
The original godot-project, godot-scene, and godot-roguelike skills remain available.
The adapter groups 163 fine-grained tools into 23 independently loadable domains:
| Domains | Tools |
|---|---|
| Project, scene management, node, script, editor | 47 |
| Input and runtime | 26 |
| Animation and AnimationTree | 14 |
| 3D scene, physics, particles, navigation, audio | 29 |
| TileMap, Theme/UI, shader, resource | 24 |
| Batch/refactor, analysis, testing/QA, profiling, export | 23 |
Runtime tools use the official EditorDebuggerPlugin and EngineDebugger channel, so input
events and game-node operations run in the game process rather than the editor process. Enabling
the plugin registers the bundled runtime peer as an autoload; disabling it removes the autoload.
Scene edits use Godot's undo manager and file operations are restricted to res:// with size and
extension checks. execute_editor_script only calls a method on an existing @tool project
script; execute_game_script only calls a public method on an existing runtime node. Neither tool
accepts raw source for immediate evaluation.
CI resolves the official godotengine/godot latest stable GitHub release and downloads the Linux
editor (reusing the existing cache when present). It starts the packaged MCP server and EditorPlugin, sends real JSON-RPC load_skill,
paginated tools/list, tools/call, and jobs_get_status requests, creates and edits a scene,
starts the game, verifies the runtime scene tree, then runs the generated gameplay simulation and
requires ROGUELIKE_SMOKE_OK.
Run the same smoke locally:
python tools/download_latest_godot.py --output .godot-bin
python tests/live_godot_smoke.py --godot /path/to/Godotpython -m pip install -e ".[dev]"
pytest
ruff check src tests tools
ruff format --check src tests tools
python tools/lint_skills.py
python -m build
python -m twine check dist/*