Changelog
0.2.7-dev5
- Fixed
get_godot_errorsto work when Editor has different language - Added windows arm64 support
- Added configuration file to update plugin configuration
- Now AI can simulate inputs in your game!
- Added tools
get_input_mapandsimulate_input - Don’t load plugin when exporting project from Godot cli
0.2.6
- New implementation for
get_running_scene_screenshotwhich supports more MCP clients
0.2.5
- Added support for Linux arm64
- Added
webpimage format for getting editor/running scene screenshots - Fixed
get_running_scene_screenshotfreezing editor on some Windows devices
0.2.4
- Updated to latest MCP specification version 2025-06-18
- Added support for Godot 4.5
- Added
duplicate_nodetool to duplicate a node in a scene - Added
move_nodetool to move a node to a different parent
0.2.3
- Added
uid_to_project_pathtool to convert uid:// to res:// - Added
project_path_to_uidtool to convert res:// to uid://
0.2.2
- Added
get_running_scene_screenshottool that lets AI visually see your running game - Added
set_anchor_valuestool to set individual anchor side values - Added
set_anchor_presettool to set anchors using presets - Added
stop_running_scenetool that stops the running scene
0.2.1
- Fixed issue caused by newer dependency versions by pinning all dependencies to exact versions.
- Added
get_editor_screenshotthat lets AI visually see the entire Godot editor
0.2.0
- Improved GDAI MCP error logging
- Added
clear_output_logstool to clear output logs in the editor. - Fixed
edit_filetool in some cases would not be able to edit end of file correctly. - Both
edit_fileandview_scripttools also open the script in the editor. - Updated
play_scenetool description to inform the user to test the game and confirm its as expected before continuing. - Added
view_scripttool for viewing GDScript files and useful to check for errors in script. - Added
gdai-mcp-default-prompta custom MCP prompt for with Godot Best practices and GDAI MCP best practices.
0.1.0
- Initial early access version
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