Run the non-interactive validation command after configuring a client or before
using the toolkit in CI. It checks the configured project, Godot executable,
and in-project operations script, then prints a JSON report and exits non-zero
when any required dependency is unavailable.
npm test
Tool Reference
Scene
Tool
Description
create_scene
Create scene with root node type
add_node
Add child node with properties
edit_node
Edit node properties
remove_node
Remove a node
load_sprite
Load texture onto sprite
save_scene
Save scene to path
compare_scenes
Diff two scenes
Script
Tool
Description
read_script
Read file (fast, static)
edit_script
Write/edit file
create_script
Create from template (node2d, characterbody2d, autoload, state_machine, etc.)
list_scripts
List all .gd files
analyze_script
Get metrics (functions, classes, signals)
find_script_references
Search symbol references project-wide
refactor_rename
Rename symbol in file
refactor_extract_method
Extract lines to new method
Project
Tool
Description
get_project_info
Name, main scene, autoloads
get_project_settings
Full project.godot settings
list_projects
Find Godot projects in directory
list_scenes
List all .tscn files
get_scene_tree
Node hierarchy as JSON
validate_project
Check for missing files, broken autoloads
analyze_dependencies
Scene asset dependencies
Signals
Tool
Description
connect_signal
Wire signal source→target
disconnect_signal
Remove signal connection
list_signals
List all signals in scene
emit_signal
Test-fire a signal
get_signal_connections
Map all connections
analyze_signal_flow
Signal flow graph
Performance
Tool
Description
profile_scene
Node count, draw call estimate
analyze_performance
Project-wide perf scan
get_performance_report
Full report
profile_script
Script execution profile
analyze_memory_usage
Memory analysis
detect_bottlenecks
Find slow spots
Shaders & Materials
Tool
Description
edit_shader
Edit .gdshader file
create_material
Create .tres material
edit_material
Set material properties
list_shaders
List all shaders
create_shader
New shader file
optimize_shader
Optimization suggestions
Animation
Tool
Description
create_animation
New animation
edit_animation
Edit animation params
list_animations
List animations
create_animation_library
New library
add_animation_track
Add track
edit_keyframe
Edit keyframe data
play_animation
Preview animation
export_animation
Export animation data
Export & Test
Tool
Description
export_mesh_library
Scene→MeshLibrary
get_export_presets
List presets
quick_test
10s headless test
full_test
60s comprehensive test
Environment Variables
Variable
Description
Default
GODOT_PATH
Path to Godot executable
Auto-detect
PROJECT_PATH
Path to Godot project
Current directory
DEBUG
Enable debug logging
false
READ_ONLY_MODE
Analysis only, no writes
false
Architecture
AI Client (Claude, Cursor, opencode)
↕ stdio (MCP protocol)
Node.js MCP Server (godot_mcp.js)
↕ headless Godot spawn
GDScript Operations (godot_operations.gd)
↕ Godot Engine API
Your Project
Security
Path traversal protection
Input sanitization (null bytes, special chars)
Node type whitelist
Read-only mode for CI/CD
Bounded output buffers
Process lifecycle management
Included Utilities
Besides the MCP server, this toolkit includes standalone Godot scripts for common tasks:
Utility
File
Description
Fast Parse Check
examples/parse_check.gd
Scan all .gd files for compile errors (10-30s, no asset import). Run with: godot --headless --script examples/parse_check.gd --path /path/to/project