godot-mcp is now Swallowtail. Same toolkit, new name. Why, and how to migrate

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Installation

Add the addon to an existing project, bootstrap a new one, or build from source.

Requirements

  • Godot 4.7, the version this is developed and released against. 4.3 through 4.8 work in beta.
  • Go 1.26+ to build the CLI, or a prebuilt release binary.

Download and unpack the bundle for your OS and CPU from the releases page. Add the directory containing the CLI to PATH, keeping its addons/ directory beside it. On Windows the binary is swallowtail.exe. Go is only needed to build from source. No agent or MCP configuration is required.

Into an existing project

From an unpacked release bundle, install the addon into any Godot project:

Terminal window
swallowtail install --project /path/to/your/project --enable --skill=false

This copies addons/swallowtail/ and enables the plugin in project.godot, including the two game-side autoloads the runtime and input groups need. Enabling from the editor’s plugin checkbox injects the same pair, so nothing needs pre-committing either way.

Omit --skill=false to also install the optional agent skill. The terminal quickstart builds and plays a scene from an empty project.

Bootstrap a new project

Starting from nothing? Create a fresh Godot 4.7 project and wire the addon in one command:

Terminal window
swallowtail create --path ./mygame --install --enable

Writes a project.godot (config version 5, 4.7 feature tag), an original placeholder icon.svg, and a .gitignore. It never overwrites an existing project.godot.

Build the CLI from source

Terminal window
go build -o bin/swallowtail ./cmd/swallowtail
# or, with Task installed:
task build # -> bin/swallowtail(.exe)

Pin the MCP port (per project)

The addon binds the first free port in 9080-9095 and writes it to .godot/swallowtail.json, so the CLI auto-discovers it and you rarely think about ports. Running two projects at once, pin each to a distinct port so they never contend: Project → Project Settings → Swallowtail → Network → Port (turn on Advanced Settings to see it). Set an explicit port; 0, the default, means auto-pick.

The value is saved in that project’s project.godot, so two concurrent projects listen deterministically on their own ports. SWALLOWTAIL_PORT in the environment still overrides everything, and the default 0 is never written to project.godot, so leaving the setting alone keeps the file clean.

Bundled greybox assets (optional)

Copy the bundled CC0 asset packs into a project for prototyping:

Terminal window
swallowtail install-assets --list
swallowtail install-assets --pack kenney_prototype_textures

Before you ship

The addon must not ride into an exported game. Before you ship has the two steps and the pck scan that proves they worked.

Troubleshooting

If the CLI can’t connect, run the environment preflight:

Terminal window
swallowtail doctor

It checks the godot binary and version, that the project resolves, whether the addon is installed and enabled, the effective port source (env, per-project pin, or auto), whether an editor is actually reachable, and the .NET SDK on C# projects. Pass --project DIR to target a specific project, or --json for machine-readable output. It exits non-zero only when a check fails; a warning (no editor running yet, say) doesn’t fail the run, so doctor is safe to run before you’ve launched anything.

Built with the help of swallowtail. MIT licensed.