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MCP verified Apache-2.0 Self-run

Cli Anything Godot

mcp-maylinxy-cli-anything-godot · by MaylinXy

Agent-native CLI for the Godot 4.x engine: offline .tscn/.tres editing + real-time control of a running editor via a WebSocket bridge. Built on CLI-Anything.

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Install

$ agentstack add mcp-maylinxy-cli-anything-godot

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ● Network access Used
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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Declared compatibility

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Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

cli-anything-godot

Agent-native CLI for the Godot 4.x game engine. Let an AI agent (or your scripts) operate Godot through plain commands — both offline (editing .tscn / .tres / project.godot directly and running the engine headlessly) and live (controlling a running editor in real time over a WebSocket bridge).

> Built on the CLI-Anything methodology > ("Making ALL Software Agent-Native"). Apache-2.0. See [NOTICE](NOTICE).

> 中文简介:这是一套让 AI 直接操作 Godot 引擎的命令行工具。两种用法:离线——直接读写 > 场景/资源/项目文件、跑无头引擎;实时——通过编辑器插件桥接,实时操控你正开着的 Godot > 编辑器(增删节点、改属性、连信号、实例化、运行/撤销)。装好后让 AI 用大白话帮你做游戏。


Why

GUIs were built for human eyes and hands. An AI agent can't click around the Godot editor. This CLI turns Godot operations into structured, scriptable, --json-friendly commands, so an agent can build scenes, wire signals, configure projects, write/validate GDScript, set up 2D gameplay, export builds — and even mutate a live editor session.

Two layers

| Layer | What it does | Needs the editor open? | |-------|--------------|------------------------| | Offline | Reads/writes .tscn / .tres / project.godot as text, and runs godot --headless for engine-backed work (import, export, resource baking, script run/validate). | No | | Live | A Godot EditorPlugin (addons/live_bridge) hosts a JSON-over-WebSocket server (127.0.0.1:8787); the CLI drives the running editor: add/move/reparent nodes, set any Inspector property, connect signals, instance scenes, save, play, undo/redo. | Yes |

Requirements

  • Godot 4.x (developed and tested against 4.3 stable). Either on your PATH

as godot/godot4, or point GODOT_BIN at the executable.

  • Python 3.10+
  • Optional: websocket-client (for the live layer), gdtoolkit (for

script format / script lint).

Install

git clone https://github.com/MaylinXy/cli-anything-godot.git
cd cli-anything-godot
pip install -e .            # core
pip install -e ".[all]"    # core + live (websocket-client) + format (gdtoolkit)

Tell it where Godot is (skip if godot is already on your PATH):

# Linux/macOS
export GODOT_BIN="/path/to/Godot"
# Windows (PowerShell)
$env:GODOT_BIN = "C:\path\to\Godot.exe"
# Windows, persist for future shells:
setx GODOT_BIN "C:\path\to\Godot.exe"

Verify:

cli-anything-godot engine version
cli-anything-godot --help

Quick start — offline

# Create a project and a scene
cli-anything-godot project create ./MyGame --name "My Game"
cli-anything-godot -p ./MyGame scene create scenes/Main.tscn --root-type Node2D --root-name Main

# Build a node tree, set properties, wire a signal
cli-anything-godot -p ./MyGame node add scenes/Main.tscn --name Player --type CharacterBody2D --parent .
cli-anything-godot -p ./MyGame 2d add-sprite scenes/Main.tscn --name Sprite --parent Player --texture res://icon.svg
cli-anything-godot -p ./MyGame node set-prop scenes/Main.tscn --path Player --prop position --value "Vector2(100, 50)"

# Project config, input map, autoload
cli-anything-godot -p ./MyGame settings set application/config/name "My Game" --type string
cli-anything-godot -p ./MyGame input add jump --physical-key SPACE
cli-anything-godot -p ./MyGame autoload add GameState res://globals/game_state.gd

# Scripts and export
cli-anything-godot -p ./MyGame script new src/player.gd --extends CharacterBody2D --class-name Player
cli-anything-godot -p ./MyGame script validate src/player.gd
cli-anything-godot -p ./MyGame export build-all

Add --json to any command for machine-readable output.

Quick start — live (control a running editor)

# 1. Install the bridge addon into your project (do this with the editor CLOSED)
cli-anything-godot -p ./MyGame live install

# 2. Launch the editor — the bridge starts listening on 127.0.0.1:8787
"$GODOT_BIN" --editor --path ./MyGame      # (or open the project in Godot normally)

# 3. Drive the live editor
cli-anything-godot live status
cli-anything-godot live add Sprite2D --parent . --name Hero
cli-anything-godot live set Hero position --vec2 120 80
cli-anything-godot live get Hero position
cli-anything-godot live save
cli-anything-godot live undo

Connection config: --host / --port / --token flags, or GODOT_LIVE_HOST / GODOT_LIVE_PORT / GODOT_LIVE_TOKEN env vars (defaults 127.0.0.1:8787, no token). The bridge binds to localhost only.

Command groups

project · scene · node · signal · settings · autoload · input · group · layer · resource · script · 2d · export · engine · live

See [USAGE.md](clianything/godot/USAGE.md) for a full command cheat-sheet and [SKILL.md](clianything/godot/skills/SKILL.md) for the agent-facing skill definition.

How it works

  • Offline parses and serializes Godot's text formats (.tscn/.tres scene &

resource files, project.godot/export_presets.cfg ConfigFiles) and, where text editing is unsafe (typed resources, baking, instanced-tree repacking, UID/.import generation), generates a temporary headless GDScript and runs it through the engine.

  • Live ships a @tool EditorPlugin that runs a TCPServer + WebSocketPeer

inside the editor, polled on the main thread; commands are dispatched through EditorInterface + EditorUndoRedoManager (so edits are undoable and saved correctly — node owner is set to the edited scene root).

Design details: [docs/SPEC-offline-layer.md](docs/SPEC-offline-layer.md) and [docs/SPEC-live-bridge.md](docs/SPEC-live-bridge.md).

Running the tests

The suite validates against a real Godot install (no mocking).

export GODOT_BIN="/path/to/Godot"      # required for engine-backed tests
export PYTHONPATH="$PWD"               # or: pip install -e ".[dev]"
python -m pytest cli_anything/godot/tests/ -q
# -> 167 passed

Status & roadmap

  • ✅ Offline layer: scenes, nodes, signals, settings, autoload, input map, groups,

layers, resources, GDScript tooling, 2D (sprites/bodies/collision/tilemaps/animation), export. Live layer: full node/property/signal/scene/play/undo control.

  • 🔭 The live bridge supports more ops than the CLI currently surfaces

(node.move/rename/call, scene.open/new, resource.*, fs.scan, …) — easy to wire up as more live subcommands. 3D conveniences are not yet built (the generic node/resource commands still work for 3D).

License

[Apache License 2.0](LICENSE). Built on and crediting HKUDS/CLI-Anything — see [NOTICE](NOTICE).

Source & license

This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.