Migrating to Swallowtail
Switch commands and migrate your existing addon with a preview and recovery journal.
Use swallowtail for new commands and scripts. Each CLI bundle also ships
godot-mcp, a deprecated executable with the same implementation and exit codes.
There is no scheduled removal date. Interactive legacy use prints a notice;
piped output, completion, and MCP streams retain their output contract.
Why the name changed
The project shipped as godot-mcp through 0.11. That name described one connector.
The toolkit automates Godot from a terminal, a shell script, or a connected client,
needs no agent, model, or AI account, and offers MCP as one optional interface. The
old name also matched many other Godot MCP projects, so it did not identify this
one. Swallowtail names the toolkit itself.
What stays the same: the repository URL and Go module path, the godot-mcp
executable in every bundle with no scheduled removal date, the wire methods, and
the MCPGameInspector and MCPGameInput autoload names in existing game scripts.
Move an existing project
Save your scenes, commit a working checkpoint, and close the project’s editor
and standalone game. Keep the new executable beside its bundled addons/ and
skills/ directories, then preview:
swallowtail migrate --project /path/to/gameThe preview describes the addon path change and backup location without writing files. Apply it when the project is ready:
swallowtail migrate --project /path/to/game --applyswallowtail doctor --project /path/to/gameswallowtail launch --project /path/to/gameMigration installs addons/swallowtail/, updates owned addon paths and the
[swallowtail] settings section in project.godot, rewrites the old addon path
in every project-local command file under mcp_commands/,
and preserves the original addon, project settings, and command files under
.swallowtail-migration/. The preview names each command file it will change.
Runtime autoload names MCPGameInspector and MCPGameInput remain
compatibility identifiers so existing script references keep working.
Migration refuses open editors, mixed addon installations, linked addon trees,
conflicting setting sections, and autoloads belonging to another script.
install --force does not bypass migration.
Recover a migration
If an apply step fails after staging starts, the command attempts to restore the original installation and reports any recovery failure. An interrupted process leaves its journal for rollback. With the editor and game closed:
swallowtail migrate --project /path/to/game --rollbackRollback restores the original addon, project settings, and command files,
retaining migration files for inspection. It refuses to overwrite project.godot
or a command file if you edited it after migration. In that case, review the retained journal and addon backup to
recover your changes manually. Keep the backup until you have tested your scenes
and playtests. Archive it outside the project before retrying a completed or
rolled-back migration.
Update scripts and settings
Replace the executable name with swallowtail; command groups and arguments
stay the same. New environment variables use SWALLOWTAIL_, such as
SWALLOWTAIL_PORT and SWALLOWTAIL_FORMAT. Nonempty new values take precedence
over their GODOT_MCP_ aliases. Explicit CLI flags take precedence over both.
The renamed addon writes new and legacy discovery files for compatible clients. The new CLI can also connect to an old addon before migration. Use the new settings and environment names after migrating the addon.
Refresh shell completion with swallowtail completion bash or
swallowtail completion powershell. Both executable names are registered.
New skills install under .claude/skills/swallowtail/; remove an older skill
registration after reviewing its customizations.
Keep optional MCP connections working
Existing client configurations can continue to invoke the bundled godot-mcp.
New configurations use the swallowtail server key. To update an existing entry
without adding a duplicate server, keep its old key while changing its executable:
swallowtail configure claude --project /path/to/game --name godot-mcp --forceUse the appropriate supported client name in place of claude. To rename the
server key too, remove its old entry before running swallowtail configure with
the default name. Other configured servers are preserved. MCP method names and
resource URIs remain compatible.