# Beckett - MCP for Godot

Runs an in-editor MCP server for Godot 4 without external runtime bridges. Lets AI agents inspect live scenes and edit GDScript or C#.

- MCP server · `type=mcp` · Claude Code, Codex, Cursor, GitHub Copilot, Windsurf (Devin Desktop), Cline, Zed · ★ 48
- Author: beckettlab
- License: MIT · policy=link-only · description only; the file stays with the author
- Source: https://github.com/beckettlab/beckett-godot-mcp
- Updated: 2026-10-07
- HTML: https://affpapa.org/en/nevibecode/mcp/beckett-mcp-for-godot

## What it does

Beckett operates as a standard GDScript `EditorPlugin` inside the Godot 4 editor. It opens a local `TCPServer` on the main loop to handle HTTP and JSON-RPC calls directly. No secondary Node.js or Python daemons are required. The server lives inside the engine, so Godot 4.2 or newer must stay open during operation.

Instead of exposing hundreds of handcrafted commands, Beckett utilizes Godot's internal `ClassDB` reflection. A set of 56 tools interacts with more than 1000 engine classes, custom `class_name` definitions, and C# types marked with `[GlobalClass]`. The assistant grabs frames from the active game window and inspects remote scene hierarchies. GDScript modifications undergo syntax parsing prior to saving, while C# projects rely on `dotnet build` to deliver exact line and column diagnostics.

Project edits pass through Godot's `EditorUndoRedoManager`, keeping modifications atomic and reversible. Network traffic stays restricted to local requests with origin checks, and file operations cannot leave the project directory. The editor dock includes a slider that adjusts visible tools across four effort levels, broadcasting updates instantly via SSE. A rolling buffer at `audit://recent` stores the previous 200 tool invocations.

## Requirements
- Works with: Godot

## Install

### Claude Code (native platform)

**Install**
- The MCP registry has no launch command for it: see the repository README

## When to use it
- inspect remote scene trees and runtime nodes during game playback
- capture screenshots and monitor performance metrics directly from the engine
- validate GDScript syntax before applying file modifications
- run C# compile checks with structured line and column diagnostics

## Example prompts
- Check the remote scene tree in the running game and locate the player node.
- Take a screenshot of the active game window and print the latest log errors.
- Update the GDScript player controller and verify syntax before saving.

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