Rekall MCP Tools for Godot
A Godot editor plugin that exposes real editor workflows through a loopback HTTP MCP endpoint. No Node bridge, no WebSocket relay, no external daemon.
Why it exists
Rekall gives MCP agents structured access to the editor: scenes, nodes, resources, scripts, input maps, runtime QA, and production systems such as physics, navigation, animation, audio, VFX, TileMaps, shaders, themes, export checks, and project analysis.
The MCP server runs inside the Godot editor plugin and listens only on 127.0.0.1. Agents talk to the editor directly through Streamable HTTP.
Script tools support GDScript and C# creation, attachment, checking, and compile validation. Candidate C# source can be staged temporarily for compile checks and restored afterward.
The release workflow starts a headless editor, calls the MCP endpoint like a client, lists tools, exercises the surface, and writes machine-readable reports.
Capabilities
The tool count is not inflated by aliases. Each group maps to an editor job an agent needs when building or checking a Godot project.
Create, inspect, validate, save, launch, batch-create nodes, update transforms/properties, inspect resources, scan imports, and export scene recipes.
Create scripts, attach to nodes, open in editor, structurally check source, compile-check C# projects with dotnet or Godot Mono, and warn on assembly mismatches.
Author physics bodies, collision shapes, layers and masks, areas, joints, physics materials, raycasts, and collision validation reports.
Create navigation regions, agents, and obstacles, configure agent parameters, preview paths, inspect nav nodes, and validate regions.
Create AnimationPlayers, clips, tracks, keys, AnimationTrees, state-machine stubs, parameter updates, and animation inspection reports.
Create 2D, 3D, and plain audio players, assign streams, inspect or create buses, configure spatial playback, and list bus effects.
Create particles, apply smoke/sparks/magic/rain presets, configure emission materials, create lights, and tune WorldEnvironment settings.
Create TileMaps, inspect layers and used cells, paint or erase rectangular regions, and summarize TileSet resources.
Create ShaderMaterials, check shader code, set shader parameters, create Themes, set theme colors/constants, and inspect UI theme resources.
Install a runtime bridge, launch scenes externally, inspect running scene trees, capture screenshots, simulate input, and run node assertions or scenarios.
Use Geometry2D, Geometry3D, ArrayMesh creation, debug visualization, mesh inspection, and Tripo3D prompt/image-to-GLB import workflows.
Inspect export presets, run readiness checks, scan script dependencies, find orphan scripts, inspect scene resource usage, and extract code symbols.
Setup
Copy addons/rekall_mcp into a Godot project, enable Rekall MCP in Project Settings, and open the Rekall dock.
Use http://127.0.0.1:30081/mcp. The health endpoint is /health.
Ask the agent to run editor_doctor, inspect toolsets, build scenes, check scripts, launch playtests, and read recent calls.
Verification
The black-box harness starts a headless Godot editor, initializes MCP, calls tools/list, invokes every advertised tool, and writes a JSON report plus a human-readable summary.