godot-sight
Godot-Sight is a tool for agentic game development, Alows agents the ability to see and play your games
Install / Use
claude mcp add Lanc3 -- npx -y github:Lanc3/godot-sightIf the server publishes to npm under a different name, use that package instead — check the repo README.
MCP Server
Model Context Protocol server
Quality Score
Category
AutomationSupported Platforms
Tags
Our assessment of godot-sight
godot-sight scores 75/100 on our quality scale, 2609th of 2,895 Automation skills we index.
Its MCP Server is 19 KB long, well organised into 34 sections with 7 code examples: a thorough specification that gives an agent plenty to work with.
It has 3 GitHub stars, so there is little community track record yet; judge it on its content.
Maintenance, license and trust
- The repository was last updated about 4 months ago. That is recent enough to be usable, but agent tooling moves fast, so check the instructions against your agent's current version.
- Our last check on 2026-09-12 found the source still online.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 90/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
godot-sight compared with similar skills
All 4 of these similar skills score higher than godot-sight; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| godot-sight (this skill)by Lanc3 | 75 | 3 | 4mo ago | MCP Server |
| Agent-Reachby Panniantong | 100 | 95.7k | 3d ago | CLAUDE.md |
| headroomby headroomlabs-ai | 100 | 75.0k | today | CLAUDE.md |
| CowAgentby zhayujie | 100 | 47.3k | today | CLAUDE.md |
| Scraplingby D4Vinci | 100 | 86.8k | today | MCP Server |
Frequently asked questions
- How do I install godot-sight?
- Run
claude mcp add Lanc3 -- npx -y github:Lanc3/godot-sight. The install tabs above show the steps for each supported agent. - Which AI agents does godot-sight work with?
- It is written for Claude Code and Claude Desktop, as a MCP Server file. Other agents that read the same format can often use it too.
- Is godot-sight safe to use?
- It is MIT-licensed and scores 90/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is godot-sight still maintained?
- The repository was last updated about 4 months ago. That is recent enough to be usable, but agent tooling moves fast, so check the instructions against your agent's current version.
Skill content
View source on GitHubGodot Sight
A local runtime evidence system for AI-assisted Godot development.
Godot Sight lets an AI agent (Cursor, Codex CLI, Claude Desktop, or any MCP-compatible client) verify, run, inspect, screenshot, interact with, and report on a Godot 4.x project without leaving the editor flow. The agent stops guessing from source — it sees the actual running game.
┌─────────────┐ MCP ┌──────────────┐ CLI ┌──────────────────┐ TCP ┌─────────────┐
│ AI agent │ ────────► │ MCP server │ ────────► │ Python │ ────────► │ Godot 4.x │
│ (Cursor, │ │ (Node.js) │ │ supervisor │ │ + bridge │
│ Codex,...) │ ◄──────── │ │ ◄──────── │ (godot-sight) │ ◄──────── │ addon │
└─────────────┘ results └──────────────┘ json └──────────────────┘ events └─────────────┘
What's in this repo
| Directory | What it is | Status |
|-----------|------------|--------|
| packages/supervisor/ | Python CLI + process supervisor. Exposes runtime, playtest, and Playwrite commands. | Working |
| packages/mcp-server/ | TypeScript MCP server that wraps the supervisor as 16 MCP tools. | Working |
| packages/godot-addon/ | Godot bridge addon. Listens on 127.0.0.1:8765. | Working |
| packages/examples/ | 6 example Godot projects + sample MCP client configs. | Working |
| cursor-skills/ | Cursor skills + agent briefs + path-scoped rules that make the agent use this system correctly. | Working |
| engine-reference/ | Version-pinned Godot 4.6 quick references that fill the LLM's training-data gap. | Working |
The runtime system (packages/) is MCP-client agnostic — works with any
client. The Cursor skills are Cursor-specific but the patterns transfer
to any agent framework with a skills / instructions system.
The 16 MCP tools
| Tool | What it does |
|------|--------------|
| godot_sight_doctor | Validate prerequisites: Godot binary, supervisor CLI, project path, port availability. |
| godot_sight_project_info | Read project.godot, list scenes, autoloads, input map. |
| godot_sight_verify_project | Headless godot --check-only parse; surface errors with category classification. |
| godot_sight_run_scene | Launch a scene with the bridge enabled. |
| godot_sight_stop | Stop the running Godot process and release the bridge port. |
| godot_sight_get_logs | Read recent stdout + stderr, classified into error / warn / info buckets. |
| godot_sight_get_runtime_state | Inspect the managed game process: running, pid, run_id, scene, started_at, logs.path. Cross-platform live PID check. |
| godot_sight_get_scene_tree | Walk the live scene tree (paths, classes, properties). |
| godot_sight_screenshot | Capture a PNG from the running viewport. |
| godot_sight_input_action | Trigger an InputMap action with optional duration. |
| godot_sight_run_playtest | Execute a deterministic playtest from a .yml file. |
| godot_sight_playwrite_capture_start | Start a focused gameplay capture session that records a Draft Playwrite. |
| godot_sight_playwrite_capture_stop | Stop capture and write the Draft Playwrite, including shutdown-draft recovery if the game was closed. |
| godot_sight_playwrite_replay | Replay a .playwrite.yml through the bridge and return structured replay evidence. |
| godot_sight_playwrite_promote | Promote a verified Playwrite into a Wrapper Playtest with selected Evidence Checkpoints. |
| godot_sight_latest_report | Read the most recent run's structured report. |
Each tool's full argument and response shape is described in
packages/mcp-server/src/tools.js and
cursor-skills/skills/godot-sight/reference.md.
Setup
1. Prerequisites
- Python 3.11+
- Node.js 24+ (and npm 11+)
- Godot 4.x (tested on 4.6.1; 4.4+ should work for non-4.6-specific features)
- An MCP-compatible client — Cursor, Codex CLI, Claude Desktop, etc.
2. Install
git clone https://github.com/Lanc3/godot-sight.git
cd godot-sight
# Install Node deps (MCP server)
npm install
# Install the Python supervisor as a CLI
python -m pip install -e packages/supervisor
# Verify CLI is on PATH
godot-sight doctor --json
If godot-sight doctor returns a JSON result with "status": "ok", the
supervisor is installed. If it complains about a missing Godot binary, set the
GODOT_SIGHT_GODOT_PATH env var to the absolute path of your Godot executable.
3. Install the bridge addon into your Godot project
godot-sight install-addon --project /path/to/your/godot/project --json
Then in the Godot editor: Project → Project Settings → Plugins and enable Godot Sight Bridge.
The addon listens on 127.0.0.1:8765 whenever your game runs. It is safe to
leave enabled — no traffic leaves the loopback interface.
4. Wire up your MCP client
Copy one of the example configs and replace placeholder paths:
- Cursor:
packages/examples/mcp/cursor.mcp.json→<your-project>/.cursor/mcp.json - Codex CLI:
packages/examples/mcp/codex.mcp.json→ wherever your client reads MCP configs
See packages/examples/mcp/README.md for
per-OS examples and a list of placeholders to replace.
Restart your MCP client. The 16 tools should appear in the client's tool list,
prefixed with godot_sight_.
5. (Cursor only) Install the skills
The Cursor skills make the agent use Godot Sight correctly — proactively, without you asking — and pair it with the engine reference library.
# From the repo root
cp -r cursor-skills/skills/godot-master /path/to/your/project/.cursor/skills/
cp -r cursor-skills/skills/godot-sight /path/to/your/project/.cursor/skills/
cp -r cursor-skills/skills/player-writer /path/to/your/project/.cursor/skills/
mkdir -p /path/to/your/project/.cursor/agents
cp cursor-skills/agents/godot-*.md /path/to/your/project/.cursor/agents/
mkdir -p /path/to/your/project/.cursor/rules
cp cursor-skills/rules/*.mdc /path/to/your/project/.cursor/rules/
cp -r engine-reference/godot /path/to/your/project/docs/engine-reference/
Full step-by-step in cursor-skills/README.md.
Smoke test (1 minute)
Once everything is wired up, ask your agent:
"Run
godot_sight_doctorand show me the result."
Expected: a JSON-shaped response with status: ok and the four checks
(godot, supervisor, project, port) all green.
Then:
"Run scene
res://Main.tscnin my project, screenshot it, and stop."
Expected: the agent calls godot_sight_run_scene → waits a few seconds →
godot_sight_screenshot → godot_sight_stop. You get a PNG path back.
If that works, you have the whole loop.
The Cursor skills
Three skills, designed to be used together:
godot-master — the engine brain
Routes the agent to the right reference doc, specialist, or path-scoped rule
before suggesting any Godot API. Auto-triggers on any Godot file edit
(.gd, .tscn, .gdshader, .tres, project.godot).
- Core loop:
KNOW → ROUTE → DELEGATE? → ACT → VERIFY → RECORD - 14 per-subsystem playbooks (GDScript, shaders, scenes, UI, physics 2D & 3D, audio, animation, resources, autoloads, editor & tooling, performance, networking, navigation)
- Specialist delegation rules
- Anti-patterns
- Drift schedule + ownership table
See cursor-skills/skills/godot-master/SKILL.md.
godot-sight — the eyes and hands
Drives the MCP tools as the agent's runtime verification loop. Auto-triggers
on any code edit; runs VERIFY → RUN → SEE → ASSERT → STOP without being
asked.
- 7 scenario playbooks (new feature, visual bug, script bug, UI polish, refactor, pre-commit, regression check)
- Playtest YAML grammar + recipes
- Decision tree for "what to call next"
See cursor-skills/skills/godot-sight/SKILL.md.
player-writer — the human play loop
Guides a user through Playwrite Capture, immediate replay, and optional promotion into a Wrapper Playtest. Use it when the right test starts with a real person playing the game rather than hand-authoring YAML.
- Captures keyboard and mouse gameplay into Draft Playwrites.
- Shows an in-game capture overlay with live captured input feedback.
- Recovers capture when the managed game closes during recording.
- Uses Structured Confirmations before replay, promotion, and checkpoint selection.
See cursor-skills/skills/player-writer/SKILL.md.
The skills compose: godot-master is the brain, godot-sight is the
eyes and hands. The brain tells you what to do; the eyes and hands let you
prove it actually happened. player-writer adds the human playtesting loop:
capture a real interaction, replay it, and promote it into durable regression
evidence.
The engine reference library
engine-reference/godot/ contains version-pinned Godot 4.6 quick references.
It exists because LLM training data has a cutoff, and game engines update
faster than models.
| File | What it covers |
|------|----------------|
| VERSION.md | Pinned version + knowledge gap window |
| breaking-changes.md | API changes 4.3 → 4.6 |
| deprecated-apis.md | "Don't use X → Use Y" lookup |
| current-best-practices.md | Post-cutoff additions (variadic args, @abstract, Jolt default, dual-focus UI, AgX tonemapper, duplicate_deep, etc.) |
| modules/ | 10 per-subsystem quick references: ui, rendering, physics, physics-2d, input, audio, animation, networking, navigation, editor-tooling |
Each module is ≤150 lines (context budget), has a "Last verified" date, and cites official Godot docs URLs for every claim.
When Godot 4.7 ships: bump VERSION.md, add a 4.6 → 4.7 row to
breaking-changes.md, move newly-deprecated APIs into deprecated-apis.md,
update affected modules. A refresh skill drives this — see
cursor-skills/skills/setup-engine/ if you use the full CCGS template, or
just hand-maintain.
Architecture
Why a separate supervisor?
The MCP server is intentionally thin: it converts MCP tool calls into
subprocess invocations of the godot-sight CLI. The supervisor does the
real work — process management, log parsing, bridge TCP, playtest
execution.
This separation means:
- The supervisor is usable directly from a shell, CI, or pytest — not just MCP.
- The MCP server has no Godot-specific logic; it's a generic adapter.
- Each layer is independently testable. Supervisor tests don't need the MCP layer; MCP tests don't need a real Godot binary.
Why a bridge addon?
Some tools need data Godot doesn't expose via CLI (live scene tree, viewport
screenshot, input injection). The bridge addon opens a TCP socket on
127.0.0.1:8765 and answers JSON requests from the supervisor while the game
runs.
The bridge does not open a remote socket. It is loopback-only. There is no authentication because there is no remote attack surface.
Why a Cursor-skill wrapper?
The MCP tools alone are powerful but the model has to remember to use them. A skill with proactive triggers makes the agent use the loop automatically: every Godot edit ends with a Sight round, every Godot API suggestion is gated by a deprecation check.
You don't have to use the skills — the raw MCP tools work in any client. The skills just remove the cognitive overhead of remembering to invoke them.
Project structure
godot-sight/
├── README.md ← this file
├── LICENSE ← MIT
├── CONTRIBUTING.md
├── CHANGELOG.md
├── package.json ← npm workspace root
│
├── packages/
│ ├── supervisor/ ← Python CLI + supervisor
│ │ ├── pyproject.toml
│ │ ├── src/godot_sight_sup
Truncated for display — read the full file on GitHub.
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Languages
Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
