Godot 4 Runtime
Provides runtime debugging and development capabilities for Godot 4 C# projects through a bridge between the Godot engine and external development tools. The implementation features a C# MCP server that communicates with a Godot plugin via HTTP API, exposing tools for scene manipulation, script management, property inspection, signal handling, resource operations, and real-time debugging during game development. Built with strongly-typed architecture using Refit for HTTP client generation and comprehensive tool categories including SceneTools, ScriptTools, PropertyTools, SignalTools, and ResourceTools, it enables game development workflows like dynamic scene modification, script debugging, and asset management directly within running Godot projects.
Composite of vulnerability cleanliness, spec conformance, provenance, stability, and usage signals — scanned and weighted by Cognium. Human and agent signals are tracked separately. Last scanned 2026-09-19.
Scan details: Circle-IR · 2026-09-19 · Appeal
View full trust & usage report →Metadata
- Version
- 1.0.0
- Skill type
- atomic
- Execution layer
- mcp-remote
- Category
- other
- Source
- PulseMCP
- Repository
- github.com/minghuiliu/godot4-runtime-mcp
- Author type
- human
- Last scanned
- 2026-09-19
- Updated
- 2026-09-19
Use via MCP
Resolve Godot 4 Runtime from your agent
Streamable HTTP transport at https://api.skillsregistry.net/mcp. No auth for read tools. Discovery: .well-known/mcp.json.
One command in your shell — Claude Code wires it up and verifies the connection. Run /mcp in any session to confirm.
claude mcp add --transport http --scope user skillsregistry https://api.skillsregistry.net/mcp --scope user for --scope project to commit it to .mcp.json.