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Godot MCP

未申請

作者: yanhuifair

No description provided.

インストール

$npx @yanhuifair/godot-mcp --enable-plugin -p .

未申請リスティング

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このリスティングは公開情報から自動的にインデックスされました。申請することで、ページの編集、互換性の設定、成長ツールのアンロックができます。2分以内に完了します。

このサーバーを申請する

ツール(40個)

editor_add_node

Add a node to the currently open scene in editor.

editor_create_scene

Create and open a new scene in the editor.

editor_delete_selected

Delete currently selected nodes.

editor_duplicate_node

Duplicate a node with children, scripts, and signals.

editor_focus

Bring the Godot editor window to the foreground.

editor_get_info

Get editor status info.

editor_get_open_scene

Get currently open scene path.

editor_get_performance

Get FPS, draw calls, memory usage while game is running.

editor_get_rect

Get editor window dimensions.

editor_get_running_scene_tree

Get the live scene tree while the game is running.

editor_get_scene_changes

Check unsaved changes plus the last action name and whether undo/redo are available.

editor_get_selection

Get selected nodes in editor.

editor_instantiate_scene

Instantiate a PackedScene into the current scene.

editor_open_dock

Open a dock: filesystem, inspector, scene, output.

editor_play

Play project from editor.

editor_read_current_scene

Read live editor scene tree.

editor_redo

Redo the last undone scene action and report which action was redone.

editor_reload_scene

Save and reload current scene.

editor_remove_node

Remove a node from the currently open scene.

editor_run_specific_scene

Run a specific scene (not just main).

editor_save

Save current scene in editor.

editor_save_all

Save all open scenes.

editor_set_main_scene

Set the project main scene.

editor_set_selection

Select node in editor.

editor_show_in_filesystem

Reveal a file in the FileSystem dock.

editor_stop

Stop playing in editor.

editor_undo

Undo the last scene action (including every MCP scene mutation) and report which action was undone.

get_status

System status / diagnostics: editor bridge, live-game runtime bridge, and tool count. Use to debug connection issues.

runtime_call_method

Call a method on a node in the running game.

runtime_emit_signal

Emit a signal on a node in the running game.

runtime_freeze

Pause (freeze) the running game.

runtime_get_node

Read live properties of a node in the running game.

runtime_get_tree

Read the running game scene tree (live, inside the played game).

runtime_input

Inject a key input event into the running game (keycode + press/release).

runtime_ping

Check if the live-game runtime bridge is reachable.

runtime_resume

Resume (unpause) the running game.

runtime_screenshot

Capture a screenshot of the running game viewport.

runtime_set_node

Set properties on a node in the running game (live mutation).

runtime_step

Advance the running game by N frames deterministically while paused (frame stepping).

search_tools

Search all tools by keyword/description to discover the right tool name. AND-combines space-separated words; name matches rank higher.