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— runsgodot --headless --quit(or--quit-after Nframes) 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_buildsexposes 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-onlygodot --versionin the desktop backend, and a read-onlyhermes mcp listinsidegodot_setup. Nothing else is executed. - Executes the target project's GDScript:
godot_headless_checkandgodot_exportrun the project's own code (autoloads, main scene when--quit-afteris 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.cfgand artifact metadata inside the project path the user configures in the pane). - No stored credentials, no telemetry, no background processes.
godot_exportwrites 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 (fromexport_presets.cfg). When no output path is given, the preset's ownexport_pathis 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).