Releases: beckettlab/beckett-godot-mcp
Release list
Beckett v1.6.0: frame-perfect playtests (freeze, step, run-until) + 4 more clients
Full's playtest loop is now deterministic: the new time_control tool (Full edition) can freeze the running game while the AI inspects it frozen, step exactly N physics frames, or run the game until a condition over live scene state becomes true, then stop on the frame it happens. Playtests stop being timing-luck and become frame-perfect. Frame stepping verified exact (N = 1 / 10 / 30) in a live session on a real 3D project.
This free Lite build gets two things too:
- Bugfix: pausing the game no longer stalls the runtime bridge; the observe tools (screenshot, remote tree, live node state) keep answering while the game is paused.
- Client auto-setup for 4 more clients: Codex (TOML config), Windsurf, Gemini CLI, and Antigravity now get one-click config from the dock's Connect button, each gated on its own install dir and never written on plugin start.
Counts: Lite stays 50 tools; Full is now 81 tools / 37 skill packs. Verified: smoke 69/69 (Full) and 28/28 (Lite), plus a live JSON-RPC playtest session. Full is a one-time purchase with lifetime updates: https://beckettlabs.itch.io/beckett-godot-mcp
Install: unzip, copy addons/beckett/ into your Godot project, and enable Beckett - MCP for Godot in Project Settings > Plugins.
Update: replace the addons/beckett/ folder and toggle the plugin off/on.
Beckett v1.5.1: dock tab visible on Godot 4.2-4.4
A compatibility fix for Godot 4.2-4.4: the Beckett dock tab is now visible there.
On Godot 4.2-4.4 the panel's tab rendered blank and zero-width (effectively invisible), because it set its tab name after add_control_to_dock and those versions don't pick up a control renamed after insertion. The plugin loaded and the MCP server ran, but the tab couldn't be found. Godot 4.5+ was unaffected. The name is now set before the add, and a first-enable reveal brings the tab to the front once, so a fresh install can't miss it (right-hand dock, next to the Inspector).
Core fix, so this free Lite build gets it too. No tool or skill changes (50 Lite tools / 37 skills). Verified on Godot 4.4.1 (Lite smoke 28/28) and 4.6.2.
Install: unzip, copy addons/beckett/ into your Godot project, and enable Beckett - MCP for Godot in Project Settings > Plugins.
Update: replace the addons/beckett/ folder and toggle the plugin off/on.
Beckett v1.5.0 - C# compile-check + Lite now sees the running game
Beckett v1.5.0 — C# compile-check + Lite now sees the running game
C#/.NET dev-loop — build_csharp runs dotnet build and returns structured file:line:col + CS-code diagnostics (cross-platform dotnet resolution: PATH → DOTNET_ROOT → Program Files / macOS-Linux-Homebrew-snap); write_script is .cs-aware; reflection surfaces your C# [GlobalClass] types alongside GDScript class_name. Zero new dependency — the .NET SDK your C# project already uses.
The free Lite edition now SEES the running game — screenshot, live scene tree, runtime reads, performance counters, and real-time game_logs. The AI runs your game and tells you what's wrong; you fix it. (Full still plays it: input, clicks 2D+3D, asserts, test runner, animation, scatter — the autonomous playtest loop.)
The AI-effort dial is now 6 tiers (See / Drive split); a dial parked at the old max auto-migrates so you never silently lose tools.
80 tools (Full) · 50 (Lite) · 37 skills · Godot 4.2+ (tested on 4.6.2 & 4.7) · Windows / macOS / Linux.
Free Lite on the Godot Asset Library. Full — $15 one-time, lifetime updates: https://beckettlabs.itch.io/beckett-godot-mcp
Beckett v1.4.0 — every tool on a switch
The AI-effort dock card grew an Active tools list: every tool the edition exposes, each on its own on/off switch. No new tools; the panel is core, so this free Lite edition gets it too.
- Per-tool on/off — flip any tool off and it drops from
tools/listand is blocked at the gate; live (no reconnect) and remembered across restarts. The allowlist, finally on the dock instead of an env var. - Read-only / Write / Destructive badges — every tool colour-coded by what it actually does, read straight from its MCP annotations
- Grouped by effort tier — Inspect → … → Max, with a coloured divider, a height-capped scroll, and a hover tooltip describing each tool; the whole card folds away
- Effort selector redesign — a custom shimmer bar with the tier name + a live tool/token read-out; L5 is now Max
Lite (this repo, free MIT) runs the whole edit → play → logs → fix loop — 41 tools. Full ($15 on itch — the AI plays your game): https://beckettlabs.itch.io/beckett-godot-mcp
Install: copy addons/beckett/ into your Godot 4 project, enable Beckett — MCP for Godot in Project Settings → Plugins.
Beckett v1.3.1 — go straight to what the AI touched
A dock follow-up to the 1.3.0 overhaul: every activity row that points somewhere in the editor now has a one-click reveal button that jumps you straight to it. No new tools; all changed files are core, so Lite gets it too.
- Reveal-in-editor — click an activity row's arrow and the editor jumps to that call's subject: selects the node (and flips to the matching 2D/3D viewport), opens the script or scene, reveals a file in the FileSystem dock, or — for playtest calls — jumps to the running Game view
- Exact-target focus —
create_node/instance_scene/duplicate_node/rename_node/reparent_node/move_nodetake you to the resulting node, not its parent - Live resolution — node targets resolve against the current scene, so a since-moved node still reveals; a deleted one flashes gently instead of erroring
- Animated feedback toast — the dock's status flash is now an accent-tinted toast chip (✓/✗) instead of a bare colour-changing label
Lite (this repo, free MIT) runs the whole edit → play → logs → fix loop. Full ($15 on itch — the AI plays your game): https://beckettlabs.itch.io/beckett-godot-mcp
Install: copy `addons/beckett/` into your Godot 4 project, enable Beckett — MCP for Godot in Project Settings → Plugins.
Beckett v1.3.0 — see what the AI did
A dock UX overhaul — the activity feed is now a colour-coded, expandable record of every call (with its result), and the server panel is a proper masthead. No new tools; both changed files are core, so Lite gets the new dock too.
- Colour-coded activity feed — each call is a card tinted by tier (inspect · author · run · playtest · ship), collapsed by default; expand for args + result
- Copy a call, or the whole log — per-row copy + copy-all + a "view all N calls" toggle; shows "last 200 of N" when the ring rotates (no silent truncation)
- Server masthead — Beckett wordmark, edition pill, live status dot, click-to-copy endpoint, "waiting…" until your AI client connects
- Audit ring records results —
audit://recentnow carries each call's result, not just its args
Lite (this repo, free MIT) runs the whole edit → play → logs → fix loop. Full ($15 on itch — the AI plays your game): https://beckettlabs.itch.io/beckett-godot-mcp
Install: copy addons/beckett/ into your Godot 4 project, enable Beckett — MCP for Godot in Project Settings → Plugins.
Beckett v1.2.1 - official MCP registry listing
Distribution & discoverability patch — no addon code changes from v1.2.0 (plugin bytes identical, version string only).
- Beckett is now on the official MCP Registry:
io.github.beckettlab/beckett-godot-mcp - Listed in awesome-mcp-servers and awesome-godot
pack.ps1now stages registry metadata (server.json/glama.json) into the repo root
Lite (this repo, free MIT) runs the whole edit → play → logs → fix loop. Full ($15 on itch — the AI plays your game): https://beckettlabs.itch.io/beckett-godot-mcp
Install: copy addons/beckett/ into your Godot 4 project, enable Beckett — MCP for Godot in Project Settings → Plugins.
Beckett v1.2.0 — AI plays the game
The "AI plays the game" release — tools and fixes that let an agent drive a running Godot game (click, scroll, drag, read live logs), plus a live-driving bug hunt and a panel refresh.
Editions — the new gameplay-interaction tools below are part of the Full edition (the agent-driven play-test layer). This repository is the free, MIT-licensed Lite edition: the inspect + author + run core — reflection/discovery, scene & script authoring, signals, resources, files & project settings, the
play → wait → logs_readloop, plus Resources + Prompts + dock panel. Lite still gets every core engine fix from this release.
Added — gameplay-interaction tools (Full)
game_logs— streams runtime errors, stack traces, and prints in real time over the channel.click_control— clicks a Control at its center; content-scale-safe; auto scroll-into-view.click_node3d/click_world— click 3D targets via camera unproject.find_nodes— find live nodes by class (incl. customclass_name) or name.scroll/drag— mouse-wheel and drag helpers for runtime input.get_control_rect— a running Control'sscreen_rect+ centers (feedsimulate_input).
Changed
- Unified selector addressing — runtime ops and every click tool accept
class/name/text/nth/underthrough one resolver, replacing fragile@Node@NNpaths. get_remote_treescoping (depth/max_nodes/collapse);screenshotregion capture.- Panel redesign — activity log color-coded by tool effort tier; slimmer clients section.
Fixed
- Editor crash —
save_scene's progress-dialog pump re-entered the server, recursing into a stack overflow → re-entrancy guard. Color/ array / struct values arriving black or broken — proper type coercion.- Runtime "pause-jam" desync —
runtime_set_propertynow coerces to the live property type. - Channel auto-reconnect — recovers from a mid-session drop on its own.
- 3D animation presets (
pulse/slide/shake/fade) no longer no-op on Node3D. - Asset install no longer clobbers
project.godot(autoload + plugin preserved). - Template-free
.pckexport (--export-pack) when export templates are absent. - Script write now creates the parent directory ("Cannot open for write" fix).
Install (Lite): drop addons/beckett/ into a Godot 4.2+ project (verified on 4.6.2 & 4.7) → enable Godot MCP in Project Settings → Plugins. It auto-starts the server and writes .mcp.json, so claude / Cursor connect with zero hand-editing. See INSTALL.md.