esc
navigate openSearch by Pagefind

Discover, then drive

Ground on the live 4.7 API with the engine group, then act through typed or generic commands.

The commands deliberately do not hard-code the engine’s feature list. The design principle is version-agnostic access, introspection for discovery.

Introspection is the feature list

node.set / node.get, runtime.set / runtime.get, and editor.run_script / runtime.eval reflect whatever the running binary exposes. Any 4.7 (or later) feature surfaced as a property or a callable is reachable with no per-feature wrapper. The one remaining gap is discovery: an agent may not know a new feature’s name. That is what the engine group closes, by reading ClassDB from the live build.

Terminal window
# what members match a term, across every class?
godot-mcp engine search --query navigation_layer
# the full API of one class, optionally filtered
godot-mcp engine class-info --class CharacterBody3D --filter velocity
# registered singletons and global class_name scripts
godot-mcp engine singletons
godot-mcp engine script-classes

Then drive, generically or typed

With the name confirmed, act. There is usually a typed command, but the generic path always works:

Terminal window
# generic: works on any property the live node exposes
godot-mcp node set --node-path Player --property motion_mode --value 1
# arbitrary GDScript, editor-side or in the running game
godot-mcp editor run-script --code "print(ProjectSettings.get_setting('application/config/name'))"
Built with the help of godot-mcp. MIT licensed.