MCP server embedded in the Godot 4 editor; drive Godot with AI, zero sidecar.
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Config is the same across clients — only the file and path differ.
{
"mcpServers": {
"io-github-beckettlab-beckett-godot-mcp": {
"command": "<see-readme>",
"args": []
}
}
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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.
No automated test available for this server. Check the GitHub README for setup instructions.
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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 → SEE dev loop (50 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 37 knowledge packs. See What Full adds.
Lite: the AI sees your game. Full: the AI playtests it.
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).
TCPServer HTTP/JSON-RPC server polled on the editor main thread. No marshalling, nothing extra to install beyond the addon.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.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.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.write_script / script_patch parse the code fir