A harness for driving a Godot 4 project from an agent: addons, runtime bridge, MCP server, CLI.
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io.github.Aureliolo/gdharness is an MCP server that a harness for driving a Godot 4 project from an agent: addons, runtime bridge, MCP server, CLI. Its tool list has not been published yet over sse, requires no API key, and scores 92/100 on MCPpedia's security, maintenance and efficiency rubric.
Config is the same across clients - only the file and path differ.
{
"mcpServers": {
"io-github-aureliolo-gdharness": {
"args": [
"-y",
"gdharness"
],
"command": "npx"
}
}
}Are you the author?
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A harness for driving a Godot 4 project from an agent: addons, runtime bridge, MCP server, CLI.
This server supports HTTP transport. Be the first to test it - help the community know if it works.
Five weighted categories - click any category to see the underlying evidence.
No known CVEs.
Checked gdharness against OSV.dev.
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An agent cannot see a running game. It reads your scripts and guesses at the rest: whether the button is on screen, whether the panel updated, whether that error mattered.
gdharness is an MCP server and four Godot addons. Through them the agent asks the open editor and the running game what the screen says and where a control is. It can also ask what a property holds now, what the console printed, and what broke on which line.
Hand this to your agent:
Install gdharness here by following https://aureliolo.github.io/gdharness/agent.md,
then tell me what it asked you to recommend back to me.
Or do it yourself, and pick your harness: aureliolo.github.io/gdharness.
editor_run { "op": "start", "projectPath": "C:/games/shop" }
runtime_inspect { "op": "find", "says": "Buy" } // the button, by the word on it
runtime_input { "op": "click", "nodePath": "/root/Shop/Ledger/BuyButton" }
runtime_inspect { "op": "text", "nodePath": "/root/Shop/Ledger" } // what the panel says now
editor_output { "projectPath": "C:/games/shop" } // errors and warnings, with backtraces
The open editor plays the game, so you can set a breakpoint and read the variables in scope when it stops.
Writes answer with what the engine holds afterwards, never an echo of the request. A tool that cannot answer says which state it is in and what would change it.
| Needs | Godot 4.7 or newer, Node 22 or newer. Runs under Bun 1.4 too. |