godot-devtool (wangdiandao/godot-devtool) is an MCP server listed on the M8ven Trust Index. It scores 60 out of 100, grade C. It declares 101 tools. No publisher has claimed this listing.
Godot 4 MCP server for AI-assisted project inspection, editing, validation, and runtime automation.
Caution. Specific findings reduced this grade. They are listed on the page. Grades reflect the full trust pyramid: code, verification depth, and reputation. New projects cap at C until adoption is earned.
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The grade above is for the source repository. Registries can serve a different version, so we mark the ones we were not able to read.
These names and descriptions are the publisher's own, read from the source code. We print them as written. Our assessment is the findings above, not this list.
launch_editorReuse an already connected Godot editor for a project, launch one only when no bridge is connected, and refuse to open a replacement editor when the configured bridge port is occupied by another listener
run_projectRun the Godot project and capture output
get_debug_outputGet the current debug output and errors
clear_debug_outputClear buffered output for the currently running Godot project
stop_projectStop the currently running Godot project
get_godot_versionGet the installed Godot version
list_projectsList Godot projects in a directory
get_capabilitiesReturn a lightweight godot-devtool tool catalog by default, with optional filtered input schemas by route group, transport, risk level, tool name, or query
broker_statusRead the shared godot-devtool 3.0 WebSocket broker status, connected clients, pending commands, and leases
list_bridge_sessionsList connected editor/runtime bridge sessions with sessionId, runId, project path, context, and last-seen time
list_run_instancesList Godot game/editor run instances managed by this MCP server
stop_run_instanceStop one Godot run instance by runId
resolve_bridge_targetResolve the editor/runtime bridge target for a project and report ambiguity candidates without sending a command
broker_cleanup_idleStop the transient shared broker listener only when no clients, runs, or pending commands require it
browser_visualizer_startStart a local read-only browser dashboard for Godot editor/runtime bridge status and live-route guidance
browser_visualizer_statusRead the local Browser visualizer URL, project filter, and connected editor/runtime bridge clients
browser_visualizer_stopStop the local Browser visualizer HTTP dashboard
plugin_installInstall the godot-devtool WebSocket editor/runtime plugin into a Godot project
plugin_statusRead godot-devtool plugin installation status, WebSocket bridge configuration, connected clients, and occupied-port diagnostics
plugin_cleanup_portExplicitly inspect and optionally stop stale godot-devtool WebSocket bridge listeners on a local port
plugin_reloadReload the godot-devtool editor plugin through the WebSocket bridge
plugin_dock_statusReturn machine-readable godot-devtool Dock labels, tooltips, status dots, buttons, visibility, and bridge diagnostics from the live editor
scene_openOpen a scene in the MCP session using headless/file-based scene access
scene_get_currentReturn the current scene tracked by this MCP session, if one was opened
editor_get_selectionReturn the current editor selection when a live editor bridge is available
editor_select_nodeSelect a node in the live Godot editor when an editor bridge is available
editor_undo_redoPerform undo or redo in the live Godot editor when an editor bridge is available
editor_inspector_get_propertiesRead Inspector properties from the selected or addressed node through the live editor bridge
editor_inspector_set_propertiesWrite Inspector properties on the selected or addressed node through the live editor bridge
editor_add_nodeAdd a node to the currently open editor scene through UndoRedo without externally rewriting the scene file
editor_delete_nodeDelete a non-root node from the currently open editor scene through UndoRedo
editor_rename_nodeRename a node in the currently open editor scene through UndoRedo
editor_move_nodeMove or reparent a node in the currently open editor scene through UndoRedo
editor_duplicate_nodeDuplicate a node in the currently open editor scene through UndoRedo
editor_save_sceneSave the currently open editor scene through the live editor bridge
filesystem_listList files and directories inside a Godot project
filesystem_readRead a UTF-8 text file inside a Godot project
filesystem_writeWrite a UTF-8 text file inside a Godot project
filesystem_deleteDelete a project-local file or directory with explicit confirmation
filesystem_preview_deletePreview a project-local delete operation without deleting files
node_getGet node information from a Godot scene
node_moveMove a node by setting its position or reparenting it in a Godot scene
node_duplicateDuplicate a node in a Godot scene
node_findFind nodes in a scene by name, type, or path substring
get_node_propertiesRead selected properties from a node in a Godot scene
update_node_propertiesUpdate properties on a node in a Godot scene
rename_nodeRename a node in a Godot scene
delete_nodeDelete a non-root node from a Godot scene
add_nodeAdd a node to an existing scene
get_project_infoRetrieve metadata about a Godot project
project_get_settingsRead Godot project.godot settings by section or section/key list
project_set_settingUpdate Godot project.godot settings with dry-run preview and audit logging
project_input_actionList or update project InputMap actions in project.godot
get_resource_indexReturn a categorized resource index for a Godot project
resource_dependency_graphBuild a resource dependency graph and identify orphan resources
get_script_indexReturn GDScript files with class, base class, exported variables, and functions
get_export_presetsRead configured Godot export presets
check_export_presetsInspect Godot export presets and report pre-export issues
export_matrixSummarize export targets, platform families, signing/template status, and CI steps
generate_ci_snippetGenerate GitHub Actions or GitLab CI snippets for Godot headless checks, export preflight, release export, and artifact archiving
update_export_presetUpdate fields or options for a configured Godot export preset
export_projectRun a controlled Godot export for a configured preset
create_gameplay_prototypeCreate a high-level block-based gameplay prototype scaffold in a Godot project
create_workflow_test_sceneCreate a small Godot scene for validating MCP scene/script/check workflows
get_audit_logRead godot-devtool project audit log entries
get_safety_policyRead the project-local godot-devtool safety policy and default enforcement state
set_safety_policyConfigure project write allowlists and blocked paths in .godot-devtool/safety.json
preview_write_safetyPreview safety policy and diff summary metadata for proposed writes or deletes
get_audit_replaySummarize godot-devtool audit log entries into replay steps, counters, and risk highlights
get_rollback_suggestionsReturn honest rollback guidance for an operation, audit entry, or changed paths
run_project_checksRun stable project checks for CI, review, and release workflows
update_project_uidsUpdate UID references in a Godot project by resaving resources (for Godot 4.4+)
resource_loadLoad a text-based Godot resource from the project
resource_createCreate a simple structured Godot resource file
resource_saveSave text-based Godot resource content with overwrite protection
create_sceneCreate a new Godot scene file
get_scene_treeReturn the node tree for a Godot scene
load_spriteLoad a sprite into a Sprite2D node
export_mesh_libraryExport a scene as a MeshLibrary resource
save_sceneSave changes to a scene file
get_uidGet the UID for a specific file in a Godot project (for Godot 4.4+)
script_createCreate a GDScript file inside a Godot project
script_writeWrite full GDScript content with overwrite protection
script_attachAttach a GDScript resource to a node in a scene
read_script_fileRead a GDScript file from a Godot project
analyze_script_referencesAnalyze a GDScript file for class, functions, exports, node paths, and resource references
check_gdscript_syntaxRun Godot --check-only against a GDScript file and return diagnostics
animationCreate, inspect, remove, and edit AnimationPlayer tracks and keyframes
animation_state_machineCreate, inspect, and configure AnimationTree state machines
signalList, connect, or disconnect node signals in a scene
groupList, add, or remove node groups
uiCreate Control nodes, reusable UI templates, themes, and automatic signal wiring
materialCreate, read, update, and apply Godot material resources
shaderCreate, read, inspect, and configure ShaderMaterial parameters
lightingCreate and list basic Godot light and environment nodes
particleCreate and list basic Godot particle emitter nodes
tilemapCreate, list, and edit TileMapLayer or legacy TileMap nodes
geometryCreate and list basic 2D geometry/debug drawing nodes
physicsCreate, inspect, configure, template, and analyze physics bodies, areas, collision layers, and shapes
navigationCreate, inspect, configure, bake, query, and debug NavigationRegion and NavigationAgent nodes
1 further tool is not listed here. The complete surface is in the source.
Disclosed vulnerabilities in this server's declared npm dependencies (via OSV). Whether each is reachable depends on the installed versions.
Model Context Protocol (MCP) TypeScript SDK does not enable DNS rebinding protection by default
axios Vulnerable to Full Man-in-the-Middle via Prototype Pollution Gadget in `config.proxy`
axios Vulnerable to Credential Theft and Response Hijacking via Prototype Pollution Gadget in Config Merge
Axios is Vulnerable to Denial of Service via __proto__ Key in mergeConfig
Axios is vulnerable to DoS attack through lack of data size check
ALLOW_RELEASE_BRANCHALLOW_RELEASE_CLOBBERCODEX_HOMEComSpecGITHUB_REPOSITORYGODOT_DEVTOOL_DEBUG_MAX_LINESGODOT_DEVTOOL_GODOT_TIMEOUT_MSGODOT_DEVTOOL_HEADLESS_LOG_DIRGODOT_DEVTOOL_PROCESS_STARTUP_GRACE_MSGODOT_DEVTOOL_SCAN_MAX_DEPTHGODOT_DEVTOOL_SCAN_MAX_FILESGODOT_DEVTOOL_SECURITY_WS_PORTGODOT_DEVTOOL_TOOLS_LIST_MODEGODOT_DEVTOOL_VERIFY_PLUGIN_WS_PORTGODOT_DEVTOOL_VERIFY_ROADMAP_WS_PORTGODOT_DEVTOOL_WS_PORT"": "8766"GODOT_DEVTOOL_WS_RECONNECT_WAIT_MSGODOT_PATHGodot 4.x. Set unless godot is already on PATH.ProgramFilesProgramFiles(x86)Tool annotations
No tools have read-only/destructive annotations
Add readOnlyHint or destructiveHint annotations to every tool so hosts can warn users before invoking.
All four hints declared on every tool
101/101 tools missing one or more hints — launch_editor (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); run_project (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); get_debug_output (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint), +98 more. OpenAI's directory rejects tools where any of the four hints are missing or non-boolean.
For every tool, set all four hints (readOnlyHint, destructiveHint, idempotentHint, openWorldHint) to explicit true/false values that match the handler’s actual behaviour.
Tests exist
No test files found
Add tests that exercise each declared tool.
Shell command execution
1 child_process call — runs shell commands
Prefer library functions over shell-outs. If you must shell out, ensure all inputs are properly escaped.
Production dependencies are patched
0 critical, 14 high severity in production deps — @modelcontextprotocol/sdk@0.6.0 (high), axios@1.7.9 (high)
Run npm audit fix, or upgrade the affected packages to a non-vulnerable version.
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