Smalldy/godot-bridge 预览 preview

Smalldy/godot-bridge

DSH(DeepSeek Harness)插件,通过游戏内TCP交互服务器启动并驱动正在运行的Godot 4.x游戏——用原生代理工具替代godot-mcp MCP服务器。

Project Overview项目介绍

This is a native DeepSeek Harness (DSH) plugin built specifically to integrate AI agent control with Godot 4.x game development. It connects directly to the running Godot game instance via a built-in TCP interaction server that listens on port 9090 of localhost, eliminating the need for a separate MCP protocol server, Python backend, or third-party editor add-on. It implements over 20 dedicated Godot development tools natively inside the DSH host, speaking the same newline-delimited JSON protocol that the godot-mcp project uses.

The typical workflow starts with running the godot_run_project tool to launch the target Godot project in debug mode, then using godot_ping to confirm the server is responding on port 9090. From there, you can run commands to inspect the scene tree, get UI elements, evaluate GDScript code, simulate clicks or key presses, and capture viewport screenshots directly through the DSH agent interface. It also supports 16 different headless static operations that work without a running game, including editing project settings, managing autoloads, and creating new project scaffolds.

This plugin requires a working DSH host runtime, a Godot 4.x project with the McpInteractionServer autoload enabled, and an accessible Godot 4 executable on your system path or configured in plugin settings. It is released under the permissive MIT open source license, and fixes an issue where the original godot-mcp would crash in DSH’s file sandbox by spawning processes via DSH’s raw subprocess service. Users should note that you must point the plugin at the actual Godot executable, not a version manager shim, which can break process management.

这是一款专为DeepSeek Harness(DSH)开发的原生插件,用于通过Godot 4.x游戏内自带的TCP交互服务器,驱动运行中的Godot游戏项目,替代原先的godot-mcp MCP服务端实现。它不需要额外MCP协议、独立Python服务端或编辑器插件,直接在DSH宿主内部原生支持对应交互协议,提供十多种面向Godot开发的Agent工具。

开发者可以通过它在AI Agent会话中启动、停止Godot项目,获取进程的标准输出和调试信息,还能发送场景查询、节点操作、UI点击、截图、GDScript编译验证等各类交互命令。它也支持无头模式下修改项目配置、管理自动加载、导出项目等静态操作,适合需要AI Agent协助Godot 4.x游戏开发的用户。

该插件遵循MIT许可证开源,依赖DSH宿主运行时和已配置McpInteractionServer自动加载的Godot 4.x项目,需要Node.js环境和可访问的Godot可执行文件。它解决了原godot-mcp在DSH沙箱中无法运行的问题,但需要注意不要使用版本管理器的垫片程序指向Godot,否则会导致进程管理异常。

Pre-install check安装前体检Compatibility · Security兼容性 · 安全性 1 note1 项提示
  • 31 stars - an early-stage project星标 31,属于早期项目
DSH walks through these 9 checksDSH 会逐条核对这 9 项

Compatibility兼容性

  • DSH, Node, OS and profile requirementsDSH 版本 / Node 版本 / 操作系统 / profile 是否满足要求
  • External dependencies and runtimes (Electron / Python / Docker, ...)外部依赖与运行时(Electron / Python / Docker 等)是否齐备
  • Conflicts with installed plugins: command names, skill / tool names, ports, duplicate MCP registration与已装插件是否冲突:命令名、skill / tool 重名、端口占用、重复 MCP 注册

Security安全性

  • Repo matches the facts registered here; archived or abandoned?仓库是否与页面登记一致,是否归档或长期停更
  • Safety of preinstall / install / postinstall and install.sh / setup.ps1preinstall / install / postinstall 与 install.sh、setup.ps1 是否安全
  • curl|bash, download-then-execute, obfuscation, unrelated domains → stop immediatelycurl|bash、下载即执行、混淆代码、无关域名 → 立刻停止
  • Typosquatting or unmaintained packages among the new dependencies新增依赖里有没有 typosquatting 或无人维护的包
  • Requested permissions vs. what the feature actually needs申请了哪些权限、是否超出功能所需(filesystem / network / shell / clipboard)
  • Any sudo / admin requirement, plus uninstall and rollback是否要求 sudo / 管理员权限,以及卸载与回滚方式

Anything uncertain must be marked unknown with a note on how to confirm it. This site's signal screen is a static snapshot, not a security audit.拿不准的必须标「未知」并说明要我怎么确认。本站的信号筛查是静态快照,不能替代安全审计。

Or use CLI install (for developers)或使用命令行安装(适合开发者)

CLI Install命令行安装

dsh plugin --profile web add github:Smalldy/godot-bridge

把 Smalldy/godot-bridge 加入你的 DSH 配置(web profile)即可启用。

READMEREADME

English | 中文

godot-bridge

Awesome DSH Plugin Listed on DSH Directory

Native DeepSeek Harness (DSH) plugin that launches and drives a running Godot 4.x game through its in-game TCP interaction server — replacing the godot-mcp MCP server with first-class agent tools.

No MCP protocol, no Python server, no editor addon. The game side is untouched: McpInteractionServer (the mcp_interaction_server.gd autoload) already listens on 127.0.0.1:9090 and speaks newline-delimited JSON — godot-bridge speaks the same protocol natively from inside the DSH host.

Tools

Tool Replaces (godot-mcp) Purpose
godot_run_project run_project Launch the project in debug mode (godot -d --path …), wait for port 9090
godot_stop_project stop_project Terminate the game process (tree-scoped kill)
godot_get_debug_output get_debug_output Incremental stdout/stderr of the launched process
godot_command all game_* (~105) Send any interaction-server command: get_scene_tree, get_ui_elements, eval, get/set_property, call_method, click, key_press, screenshot, raycast, serialize_state, ui_*, …
godot_screenshot game_screenshot Viewport capture as base64 PNG
godot_ping — Probe whether the game answers on 9090 (also reports installed/latest plugin version)
godot_set_engine_path — Persist the Godot engine executable path into the plugin's config (the model asks the user for it, then saves it here; hot-reloaded — reports persisted: 'profile-patch' on DSH 0.2.x, 'settings' on the legacy path)
godot_headless_op read_scene, modify_scene_node, remove_scene_node, attach_script, create_resource, save_scene, create_scene, add_node, get_uid, manage_scene_signals, … Headless static operations (godot --headless --script godot_operations.gd): 16 ops, no running game needed
godot_run_headless — Bounded non-interactive run of the project, a scene, or a test script (godot --headless --path … [--quit-after N] [--script …]) through the unconfined subprocess service; returns stdout/stderr and flags a sandbox-crash diagnosis
godot_validate_script validate_script Headless GDScript compile-check via validate_script.gd → {valid, errors}
godot_set_project_setting modify_project_settings, set_main_scene, manage_layers, manage_plugins, manage_translations Set a typed key in any project.godot section (PackedStringArray(...) / Vector2i(...) / bool / …)
godot_manage_autoloads manage_autoloads List / add / remove autoload singletons (Name="*res://…")
godot_manage_input_map manage_input_map List / add / remove input actions — correct Godot 4 keycodes (fixes godot-mcp's Godot 3 baseline bug)
godot_manage_export_presets manage_export_presets List / add / remove export presets (export_presets.cfg)
godot_create_script create_script GDScript template (extends / class_name / method stubs / source)
godot_create_project create_project / create_csharp_script Project scaffold, optional Godot .NET .csproj
godot_export_project export_project Headless export (--export-release / --export-debug <preset> <output>)

Showing the opening section of the README — the full document lives in the repository以上为 README 开头摘要,完整文档在仓库内 · View the full README on GitHub →在 GitHub 查看完整 README →

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