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。
请帮我安装这个 DSH 插件。安装前先完成【兼容性检查 + 安全性检查】,检查通过再动手。
插件:godot-bridge(Smalldy/godot-bridge)
仓库:https://github.com/Smalldy/godot-bridge
本站详情页:https://www.yhbd.top/plugins/smalldy-godot-bridge/
本站登记:类型 plugin · 归类 原生 DSH 插件 · 许可证 MIT · ⭐ 31 · 最近提交 2026-10-01 · 主语言 GDScript
按下面顺序执行,每步先把结论告诉我,再进入下一步:
【1 兼容性检查】
① 我这边:DSH 版本、Node 版本、操作系统、当前 profile(web / desktop)。
② 读它的 README、package.json、插件 manifest,列出它要求的 DSH 版本 / Node 版本 / 操作系统 / 外部依赖 / 需要另外先装的运行时。
③ 逐条比对,结论只写「满足 / 不满足 / 未知」三种;不满足的给出可行替代方案。
④ 检查是否和我已装的插件冲突:命令名重复、skill / tool 重名、端口占用、重复注册的 MCP server。
【2 安全性检查】
① 仓库可信度:和上面「本站登记」是否一致;star / fork 数、创建时间、最近提交,是否归档或长期停更。
② 安装脚本:逐行看 package.json 的 preinstall / install / postinstall,以及 install.sh、setup.ps1 之类脚本。出现 curl|bash、下载后直接执行、混淆代码、访问与插件功能无关的域名,立刻停下来告诉我,不要继续装。
③ 依赖:列出新增依赖,标出无人维护、或与知名包拼写近似的可疑包(typosquatting)。
④ 权限与副作用:它会读写哪些目录、访问哪些域名、需要哪些 DSH 权限(filesystem / network / shell / clipboard 等),以及怎么卸载和回滚。
⑤ 如果它要求 sudo / 管理员权限,或权限明显超出功能所需,先停下来问我。
【3 安装】
上面两步没有「不满足」和「高危项」时才执行;用官方推荐方式安装,不要自行提权。
【4 汇报】
用表格输出:检查项 / 结论 / 依据 / 是否需要我决策。拿不准的一律写「未知」并说明要我怎么确认——不要猜,也不要替我决定。
Send this message to DSH in your current session: it verifies compatibility and security first (answering met / not met / unknown item by item) and only installs once everything checks out — it will stop and ask you if it finds a high-risk item. The box scrolls; the copy is the full prompt. CLI install commands may not be accurate across systems, so DSH is the safer route.把上面这条消息直接发给当前会话里的 DSH:它会先核对兼容性与安全性(逐条给「满足 / 不满足 / 未知」),确认没问题再安装,有高危项会停下来问你。框内可滚动,复制到的是完整提示词;安装命令不一定准确,发给 DSH 更稳。
- 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
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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