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godot-studio

❖ Communityv0.2.1★ 0

Headless Godot 4 workflows for the agent game studio — godot_headless_check (script/resource validation via godot --headless, no editor needed), godot_export (CI builds from named export presets, e.g. a Web build a playtester agent can load), godot_builds (export presets + artifact state: exists/size/modified — gallery data for re-export decisions and attaching fresh builds in chat), godot_setup (read-only install-state report for Godot/godot-ai/uv with the exact registration path). Complements the hi-godot/godot-ai MCP editor bridge by covering the verification and export leg of the loop; bundles the godot-studio skill teaching edit → verify → export → playtest. Ships an optional desktop half (unified package): a Godot version statusbar chip and a builds gallery pane backed by its own read-only dashboard API; opt-in, degrades gracefully when the backend is off. Tools register only when a Godot 4 binary is present (check_fn).

Open in Hermes Desktop
hermes plugins install godot-studio

What it adds

Tools 4

godot_headless_checkgodot_exportgodot_buildsgodot_setup

README

From the reviewed commit 6c1d42d ↗; it updates when the author re-pins.

godot-studio — headless Godot workflows for the agent game studio

Hermes Agent plugin + skill. Godot was the missing engine in the agent game studio: hi-godot/godot-ai already bridges a live editor to agents (46 MCP tools, Hermes is a supported client), but nothing covered the half of the loop that needs no GUI — verifying a project, exporting builds, closing the loop a playtester can read. This plugin covers that half.

What it adds

Four tools (toolset godot), registered only when a Godot 4 binary is found (check_fn):

  • godot_headless_check — runs godot --headless --quit (or --quit-after N frames) against a project and surfaces script/resource errors without an editor. Run it after every batch of MCP edits, before claiming progress.
  • godot_export — CI-style export from a named export preset (--export-release / --export-debug), e.g. a Web build a playtester agent can actually load.
  • godot_builds — lists every export preset in the project and the state of its artifact (exists, size, modified). The gallery data: check before re-exporting, attach the fresh artifact in chat (MEDIA:) after.
  • godot_setup — reports Godot / godot-ai / uv install state and emits the exact registration path for the godot-ai MCP server. It installs nothing.

Optional desktop companion (unified package)

This package ships a desktop half (desktop/plugin.js) plus its read-only backend (dashboard/plugin_api.py), following the Hermes “One package, both SDKs” layout. When the package is installed under a plugins/ root, the desktop app picks up the UI half automatically (opt-in, off until enabled in Capabilities → Plugins):

  • a statusbar chip showing the installed Godot version;
  • a Godot builds pane: pick a project, see its presets and artifacts (size, state, time) — the same data godot_builds exposes to the agent.

The pane degrades gracefully when the Python backend is not enabled.

Plus the godot-studio skill: the full loop — edit via godot-ai MCP → headless verify → export → playtest — with the pitfalls that cost real hours (a project without run/main_scene errors differently than a broken script; --quit validates parse-time only, --quit-after reaches runtime; export presets must exist in the project first).

Requirements

  • Godot 4.x on PATH or /Applications/Godot.app (macOS). Tested on 4.7.2.
  • Optional but recommended: the godot-ai addon for the editing half (https://github.com/hi-godot/godot-ai, MIT — needs its own editor + uv).

Disclosed behaviour (catalog rule 13)

  • Shell commands: godot --headless … (the local Godot binary), a read-only godot --version in the desktop backend, and a read-only hermes mcp list inside godot_setup. Nothing else is executed.
  • Executes the target project's GDScript: godot_headless_check and godot_export run the project's own code (autoloads, main scene when --quit-after is used, export plugins) with no approval prompt. Point them only at projects you trust.
  • No network calls by the plugin itself; no reads outside the Godot project the caller targets (the desktop pane reads export_presets.cfg and artifact metadata inside the project path the user configures in the pane).
  • No stored credentials, no telemetry, no background processes.
  • godot_export writes only inside the target project: the output path is resolved and must sit inside the project directory, and an existing file is never overwritten unless it is a known export artifact of that project (from export_presets.cfg). When no output path is given, the preset's own export_path is used.

Why this shape

Hermes plugin convention: atomic tools in __init__.py, workflow intelligence in the bundled skill. The plugin deliberately does not wrap godot-ai — two bridges to one editor is one too many. It is the verification and export leg, and the skill teaches the agent when to use which half.

Ecosystem map (verified 2026-10-19)

Project Stars License Activity Role
hi-godot/godot-ai 1.9k MIT very active 46 MCP tools, Hermes listed as supported client (godot-ai attach stdio). Needs Godot 4.7+ and uv.
Coding-Solo/godot-mcp 5.4k MIT quiet since 2026-04 most starred, dormant
yurineko73/Godot-MCP-Native 722 MIT active 155 tools, pure GDScript, zero Node/Python deps, gdmcp CLI with progressive discovery
youichi-uda/godot-mcp-pro 575 commercial active 175 tools, Asset Library

Status

Validated with hermes plugins validate --install-deps (all checks green). Headless check verified end-to-end on Godot 4.7.2 (test/hello).

Disclosure

← Back to the catalog · catalog built Oct 23, 2026