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Godot Visual

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A secure, offline-first MCP server for Godot asset prototyping.

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A secure, offline-first MCP server for Godot asset prototyping.

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godot-visual-mcp

Secure, offline-first asset tools for Godot exposed through a Model Context Protocol (MCP) server.

Python Godot Protocol License

Empower your LLM agents (Cline, Roo Code, Copilot) to inspect, generate, and transform visual assets directly within your Godot Engine project. Engineered with strict filesystem sandboxing, this server securely translates agent reasoning into your game's res:// pipeline.

🚀 Quickstart

Requires Python 3.11+. The core profile runs entirely offline and has no heavy AI or GPU dependencies.

The project uses uv.lock for reproducible environments. Configurable safety limits include MCP_MAX_INPUT_BYTES, MCP_MAX_PIXELS, MCP_MAX_FRAMES, MCP_MAX_BATCH, MCP_MAX_OPERATION_SECONDS, and MCP_MAX_PROJECT_BYTES.

# Install core tools and development dependencies
uv sync

# Run the server (requires Godot project path)
GODOT_PROJECT_ROOT=/path/to/my-godot-project uv run python -m server.main

Client Configuration (stdio)

Configure your MCP client to launch the server via stdio. Every asset path provided by the agent is automatically interpreted as relative to the res:// directory and resolved against your configured GODOT_PROJECT_ROOT.

{
  "mcpServers": {
    "godot-visual-mcp": {
      "command": "uv",
      "args": ["run", "--no-dev", "python", "-m", "server.main"],
      "env": {
        "GODOT_PROJECT_ROOT": "/path/to/my-godot-project"
      }
    }
  }
}

🧰 Available Tools

All tool responses use a standard envelope format (status / data / warnings / errors) ensuring LLM agents never receive raw, unhandled stack traces.

Core Tools (v0.2):

  • Inspection: inspect_asset, list_assets, validate_asset
  • Prototyping: create_placeholder, generate_spritesheet (assembled offline from equal-sized frames)
  • Palette Engine: apply_palette, list_palettes (ships with Game Boy, PICO-8, and custom JSON palettes. Supports RGB/LAB distance matching while preserving alpha channels).

Generative AI Tools (v0.3):

  • Generation & Cleaning: generate_asset, remove_background

🧰 Tool Reference

All tools return the same envelope:

{
  "status": "ok",
  "data": {},
  "warnings": [],
  "errors": []
}

Paths use Godot's res:// notation and are always checked against the selected project. Mutating tools do not overwrite existing files unless overwrite=true is provided. Generated or transformed images include verification data. Errors include a stable code, a retryability flag, a suggestion, and a correlation ID.

Project and image inspection

Tool Main parameters Capabilities
inspect_asset path Reads image format, dimensions, alpha, color mode, frame count, and sprite-frame geometry.
list_assets extension? Lists files inside the project sandbox, optionally filtered by extension; excludes .godot and .import.
validate_asset path Checks that an image exists, can be decoded, has valid dimensions, and uses a supported format.
inspect_project project_root? Reads project.godot, returns project name/configuration, and detects a Godot executable without launching it.
verify_import godot_binary?, timeout? Opens the project with Godot headlessly when available and reports import diagnostics.
validate_scene path Checks .tscn structure, nodes, external resources, and missing res:// references.
find_references asset Finds project text resources that reference a given asset.
find_unused — Reports unreferenced image assets that may be candidates for cleanup.

Example:

{
  "name": "inspect_asset",
  "arguments": {"path": "res://characters/hero.png"}
}

Offline image creation and palettes

Tool Main parameters Capabilities
create_placeholder output, width, height, frames?, label? Creates a deterministic labeled RGBA PNG or spritesheet for rapid prototyping.
generate_spritesheet inputs, output, columns Arranges equal-sized frames into a uniform-grid PNG spritesheet.
list_palettes — Lists bundled Game Boy, PICO-8, and custom palettes.
apply_palette source, output, palette, distance_metric? Maps colors to a built-in palette using RGB or LAB distance while preserving alpha.

These operations are offline and do not require ComfyUI, CUDA, or a GPU.

Godot scenes and animation

Tool Main parameters Capabilities
create_scene output, root_type?, root_name? Creates a minimal validated .tscn scene.
add_sprite_to_scene scene, texture, node_name?, animated? Adds a sandboxed Sprite2D or AnimatedSprite2D texture reference.
create_sprite_frames output, frames, animation?, fps?, loop? Generates a Godot SpriteFrames resource from project textures.

Scene tools validate references after writing and never edit .import files.

Aseprite and animation manifests

Tool Main parameters Capabilities
inspect_aseprite path Reads exported Aseprite JSON, frame count, metadata, and animation tags.
create_animation_manifest source, output Converts Aseprite frameTags into a stable project-local animation manifest while preserving order and direction.

The current integration consumes Aseprite-exported JSON and PNG files; it does not execute the Aseprite binary or accept arbitrary shell commands.

Offline visual transformations

Tool Main parameters Capabilities
resize_asset_tool source, output, width, height, pixel_perfect? Resizes with nearest-neighbor pixel-perfect scaling by default; Lanczos is available for smooth images.
crop_asset_tool source, output, padding? Crops transparent borders and optionally retains transparent padding.
normalize_asset_tool source, output, center? Re-centers visible content on the original canvas without changing canvas dimensions.
generate_thumbnail_tool source, output, size? Creates a bounded aspect-preserving thumbnail.
transform_asset_colors source, output, operation Applies grayscale, brightness, or contrast transformations.
flip_asset_tool source, output, horizontal? Flips horizontally or vertically.
rotate_asset_tool source, output, degrees Rotates by 90, 180, or 270 degrees.
compare_asset_images left, right Compares two images and returns a normalized pixel-difference metric.
deduplicate_asset_images paths Groups byte-identical image files to identify duplicates.

Transformation responses contain before, after, dimension changes, alpha-preservation information, and output verification.

ComfyUI generation and history

Tool Main parameters Capabilities
generate_asset prompt, workflow, output, width?, height?, seed?, batch? Submits a local workflow to ComfyUI, polls jobs, retrieves all batch outputs, optionally removes backgrounds/crops, validates, and records metadata.
remove_background source, output Uses the optional [ai]/rembg profile to remove a background without leaving the project sandbox.
list_generation_history — Lists local generation metadata and cache records without storing credentials or binary data.

generate_asset also supports timeout, retries, validate_workflow, use_cache, overwrite, and an explicit endpoint. The core installation does not install ComfyUI or rembg.

Project discovery and MCP ergonomics

Tool Main parameters Capabilities
discover_projects_tool search_root, max_depth? Finds nearby Godot projects without following symlinks and marks ambiguous results.
select_project_tool project_root?, alias? Selects a validated project for subsequent project-aware operations and resources.
set_project_alias_tool alias, project_root Registers an in-memory alias for a validated project.
list_project_aliases_tool — Lists aliases configured in the current MCP process.

The selected project can also come from GODOT_PROJECT_ROOT. Project aliases are process-local and do not write global configuration.

Audio, fonts, SVG, 3D, and JSON

Tool Main parameters Capabilities
inspect_audio_asset path Inspects WAV metadata and validates basic OGG/MP3 headers; reports duration/channels/sample rate when available.
inspect_font_asset path Inspects TTF/OTF family, style, and basic font metrics using Pillow.
inspect_svg_asset path Validates SVG XML, dimensions, and viewBox; rejects external references.
convert_svg_asset source, output Converts a validated SVG to PNG through optional offline CairoSVG support.
inspect_3d_asset_tool path Inspects GLTF/GLB headers, meshes, materials, animations, textures, and missing internal references.
inspect_json_asset_tool path Parses bounded JSON resources without executing contents and reports root type/keys.

All extended-asset inspections enforce the configured input-size limit. No external URL is downloaded by these tools.

🧠 ComfyUI Integration (Optional)

The core installation intentionally omits heavy AI dependencies. To enable generative workflows and background removal, install the [ai] profile:

uv sync --extra ai

Configure your local ComfyUI instance via environment variables or pass the endpoint directly to the generate_asset tool: COMFYUI_ENDPOINT=http://127.0.0.1:8188

How generation works:

  1. The tool submits a local JSON workflow (located in workflows/).
  2. Prompts, dimensions, seeds, and batch sizes are injected dynamically (credentials are never stored).
  3. The MCP polls without fixed completion assumptions.
  4. The output is retrieved, background is removed (if requested), transparent borders are cropped, and the final asset is written safely to res://.
  5. Note: CPU-only machines can use ComfyUI's CPU backend; this project does not strictly require CUDA.

🛡️ Security Model

Security and directory integrity are core design principles:

  • Strict Sandboxing: All operations are strictly bound to the configured GODOT_PROJECT_ROOT.
  • Path Validation: Absolute paths, parent directory traversal (../), and symlink escapes are aggressively rejected.
  • Non-Destructive by Default: Existing files are never overwritten unless a tool explicitly receives the overwrite=true parameter from the agent.

🐳 Docker Deployment

The project includes an optional Dockerfile and compose.yaml to provide an isolated core container and an opt-in ComfyUI profile. The default core container has no GPU or AI runtime requirements, keeping the footprint minimal.

📦 Releases

Development happens on develop. Changes reach the protected main branch through a pull request from develop, with one approving review and all Python 3.11, 3.12, and 3.13 checks passing. Merging that pull request starts the release workflow automatically. Before merging, update the package version and changelog; the workflow refuses to republish an existing release version.

Releases are created by pushing a tag that matches the package version, for example:

git tag v1.6.0
git push origin v1.6.0

The release workflow for future merges creates the version tag automatically. The manual tag commands above are only a fallback for releases that are not created through the develop → main pull request flow. It builds the wheel and source distribution with uv, validates installation in Python 3.11, generates SHA-256 checksums and an SPDX SBOM, publishes the package to PyPI through trusted publishing, and publishes the container to GHCR. Configure a PyPI trusted publisher for the pypi environment before using the workflow.

🛠️ Development & Testing

Run the test suite and code quality checks using standard Python tooling:

# Run unit tests
uv run pytest

# Run linter
uv run ruff check .

Documentation: Security Model | Tool Reference | Changelog

from github.com/kta41/godot-visual-mcp

Install Godot Visual in Claude Desktop, Claude Code & Cursor

Recommended · one command, every IDE
unyly install godot-visual

Installs into Claude Desktop, Claude Code, Cursor & VS Code — handles npx, uvx and build-from-source repos for you.

First time? Get the CLI: curl -fsSL https://unyly.org/install | sh

Or configure manually

Run in your terminal:

claude mcp add godot-visual -- uvx godot-visual-mcp

Step-by-step: how to install Godot Visual

FAQ

Is Godot Visual MCP free?

Yes, Godot Visual MCP is free — one-click install via Unyly at no cost.

Does Godot Visual need an API key?

No, Godot Visual runs without API keys or environment variables.

Is Godot Visual hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install Godot Visual in Claude Desktop, Claude Code or Cursor?

Open Godot Visual on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

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