--- name: godot-mcp description: Operate a Godot project through the published @coding-solo/godot-mcp server. Use before calling its scene, project, run, debug, UID, or mesh-library tools; it explains the disk-based headless process, the exact capability boundary, safe writes, and verification loop. --- # Godot MCP bridge Artyx spawns `@coding-solo/godot-mcp` via `npx`. The server launches its own Godot executable from `GODOT_PATH`; it does not attach to an open editor. Treat every path as explicit, edit one scene operation at a time, and ask the human to reload an open editor after disk changes. | Need | Read | | --- | --- | | Tool names, inputs, and unavailable capabilities | [tool contract](references/tool-contract.md) | | Start/run/read output/stop a project safely | [headless run and debug](references/headless-run-debug.md) | | Create or mutate scenes without ownership/path damage | [safe scene edits](references/safe-scene-edits.md) | ## Mandatory loop 1. Call `get_godot_version`, then establish `projectPath` with `get_project_info`. 2. Inspect before a write; use `res://` paths only where a tool expects them. 3. Save, run the smallest relevant scene, read `get_debug_output`, and always `stop_project`. 4. If the same mutation fails twice, stop, re-inspect paths and scene ownership, then report the blocker. Do not retry blindly. The server cannot author or attach GDScript. Use `godot-gdscript-gameplay` for code guidance and hand the actual code-edit boundary to the repository/editor workflow.