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mcp-driver

Runtime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree, console output, rendering).

Install / Use

npx skills add RandallLiuXin/GodotMaker --skill mcp-driver

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

85/100

Category

Other

Supported Platforms

Universal

Our assessment of mcp-driver

mcp-driver scores 85/100 on our quality scale, 110th of 241 Other skills we index (top 46%).

Its SKILL.md is 4.5 KB long, well organised into 12 sections with 2 code examples: a solid amount of guidance for an agent.

It has 549 GitHub stars, a meaningful sign that others use it.

Substance
26/30
Structure
18/20
Description
15/15
Adoption
12/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated 16 days ago, so mcp-driver is actively maintained.
  • No license is declared. By default that means all rights are reserved: you can read it, but reusing or redistributing it is not clearly permitted. Ask the author before building on it commercially.
  • Its trust signals score 88/100, 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.

mcp-driver compared with similar skills

All 4 of these similar skills score higher than mcp-driver; compare them before choosing.

SkillScoreStarsUpdatedFormat
mcp-driver (this skill)by RandallLiuXin8554916d agoSKILL.md
Agent-Reachby Panniantong10089.8k18d agoCLAUDE.md
headroomby headroomlabs-ai10074.4ktodayCLAUDE.md
CowAgentby zhayujie10047.2ktodayCLAUDE.md
Scraplingby D4Vinci10085.5ktodayMCP Server

Frequently asked questions

How do I install mcp-driver?
Run npx skills add RandallLiuXin/GodotMaker --skill mcp-driver. The install tabs above show the steps for each supported agent.
Which AI agents does mcp-driver work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is mcp-driver safe to use?
It declares no license and scores 88/100 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 mcp-driver still maintained?
The repository was last updated 16 days ago, so mcp-driver is actively maintained.

name: mcp-driver description: | Runtime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree, console output, rendering). Escalation trigger: a task has failed 2+ times through the headless path (headless-build, gdunit-driver), or the issue is inherently runtime-only (visual glitches, input not responding, physics behaving unexpectedly at runtime). DO NOT use for: syntax/compile errors (use headless-build), unit test failures (use gdunit-driver), API lookups (use godot-api). Requires: godot-mcp MCP server registered as "godot" (@coding-solo/godot-mcp).

MCP Driver — Runtime Debug & Inspection

$ARGUMENTS

When to use this skill

MCP is the upgrade path when faster tools hit a wall. The fast loop handles most issues:

| Problem type | Fast path (no MCP) | |---|---| | Syntax / parse error | headless-build | | Unit test failure | gdunit-driver | | API lookup | godot-api |

Escalate to MCP when:

  • Compile-pass / runtime-fail — headless-build says OK but something is wrong when the game actually runs
  • Test-pass / behavior-wrong — unit tests pass but the game does not behave correctly in practice
  • Visual issue — screen is black, sprites missing, z-order wrong, camera not following
  • Input not working — keys/mouse/gamepad produce no response at runtime
  • Physics misbehavior at runtime — objects pass through each other, wrong gravity, jittery movement
  • Need live state — want to see the actual node tree, console output, or runtime errors
  • Repeated headless failure — a fix has been attempted 2+ times via headless path without success

If none of these apply, use the fast path skill instead.

Debug-fix loop (overview)

When you escalate to MCP, follow this loop. Max 3 iterations before asking the user for help.

1. RUN      — run_project (optionally with a specific scene)
2. CAPTURE  — get_debug_output → collect errors, warnings, prints
3. ANALYZE  — parse output, identify root cause
4. FIX      — modify code / scene / config to address the issue
5. VERIFY   — stop_project → run_project again, get_debug_output
6. REPORT   — summarize what was wrong, what was changed, and the outcome

Each step is detailed in references/workflow.md. Common runtime issue patterns are in references/debug-patterns.md.

Project path

MCP tools require a projectPath parameter — the directory containing project.godot. Determine it from the current working directory or ask the user if ambiguous:

# Quick check
ls project.godot 2>/dev/null && echo "Project root: $(pwd)"

Tool quick reference

Full tool documentation: references/tools.md

Debug tools (primary use)

| Tool | Purpose | |---|---| | run_project | Launch project in debug mode, capture output | | get_debug_output | Retrieve console output and errors from running project | | stop_project | Stop the running project, get final output |

Inspection tools

| Tool | Purpose | |---|---| | get_project_info | Analyze project structure (scene/script/asset counts) | | get_godot_version | Check installed Godot version | | list_projects | Find Godot projects in a directory | | launch_editor | Open the Godot editor (for manual inspection) |

Scene management tools

| Tool | Purpose | |---|---| | create_scene | Create new scene file | | add_node | Add node to existing scene | | load_sprite | Load texture into Sprite2D node | | save_scene | Save/resave scene file | | export_mesh_library | Export scene as MeshLibrary |

UID tools (Godot 4.4+)

| Tool | Purpose | |---|---| | get_uid | Get UID for a specific file | | update_project_uids | Resave all resources to update UID references |

Iteration budget

| Iteration | Action | |---|---| | 1 | Run → capture → analyze → apply most likely fix → verify | | 2 | Re-analyze output, try alternative hypothesis → verify | | 3 | Broaden investigation (check project structure, cross-reference with reviewer skills) → verify | | After 3 | Stop and ask the user. Report what was tried and what was observed. |

Cross-references

After MCP reveals the root cause, hand off to the appropriate skill for the fix:

  • Physics issues → physics reviewer skill
  • Animation issues → animation reviewer skill
  • UI layout issues → ui reviewer skill
  • Shader/rendering → shader reviewer skill
  • ECS entity problems → gecs skill

Related Skills

View on GitHub
GitHub Stars549
CategoryOther
Updated16d ago
Forks50

Languages

Python

Trust signals

88/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

1 medium