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Releases: beckettlab/beckett-godot-mcp

Beckett v1.6.0: frame-perfect playtests (freeze, step, run-until) + 4 more clients

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@beckettlab beckettlab released this 03 Jul 10:30

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

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@beckettlab beckettlab released this 02 Jul 13:24

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

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@beckettlab beckettlab released this 01 Jul 06:18

Beckett v1.5.0 — C# compile-check + Lite now sees the running game

C#/.NET dev-loopbuild_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

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@beckettlab beckettlab released this 26 Jun 15:05

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/list and 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

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@beckettlab beckettlab released this 25 Jun 05:40

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 focuscreate_node / instance_scene / duplicate_node / rename_node / reparent_node / move_node take 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

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@beckettlab beckettlab released this 24 Jun 07:20

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 resultsaudit://recent now 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

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@beckettlab beckettlab released this 23 Jun 03:20

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.ps1 now 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

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@beckettlab beckettlab released this 23 Jun 00:51

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_read loop, 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. custom class_name) or name.
  • scroll / drag — mouse-wheel and drag helpers for runtime input.
  • get_control_rect — a running Control's screen_rect + centers (feed simulate_input).

Changed

  • Unified selector addressing — runtime ops and every click tool accept class / name / text / nth / under through one resolver, replacing fragile @Node@NN paths.
  • get_remote_tree scoping (depth / max_nodes / collapse); screenshot region capture.
  • Panel redesign — activity log color-coded by tool effort tier; slimmer clients section.

Fixed

  • Editor crashsave_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" desyncruntime_set_property now 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 .pck export (--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.