mcp-driver

Run Godot debug builds and inspect live projects via godot-mcp.

511|44|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill mcp-driver
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: mcp-driver
Source: https://github.com/RandallLiuXin/GodotMaker/tree/main/skills/core/mcp-driver
Command: npx skills add https://github.com/RandallLiuXin/GodotMaker --skill mcp-driver

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps you diagnose problems that only show up when a Godot game is actually running, by enabling runtime debugging and live inspection through the godot-mcp workflow.

Core Features & Use Cases

  • Runtime debug-fix loop: Runs the project, captures console output (including errors/warnings), analyzes the root cause, applies a targeted fix, and verifies the result across up to three iterations.
  • Live inspection for hard cases: Escalates when headless builds pass but gameplay is wrong, tests pass but behavior is incorrect, visuals are broken, input doesn’t respond, physics misbehaves at runtime, or you need to inspect live node state and logs.
  • Correct tool routing: Provides clear escalation triggers and explicitly avoids misuse for compile/syntax errors, unit test failures, or API lookups.

Quick Start

Use the mcp-driver skill to debug a runtime-only issue in a Godot project by launching it in debug mode, capturing the live output, applying fixes based on the error patterns, and re-running until the behavior matches expectations.

Frequently Asked Questions about mcp-driver

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I debug Godot runtime errors when the project compiles and unit tests pass but gameplay fails?

To debug Godot runtime errors where gameplay fails despite passing builds, you can use a runtime debug-fix loop. This launches a debug build, captures live console output, analyzes root causes, and applies targeted fixes across up to three iterations for verification.

Can I inspect live Godot node state and logs to fix visual glitches or unresponsive input?

Yes, you can inspect live Godot node state and logs to fix visual glitches and unresponsive input. By running a debug build through godot-mcp, you gain live project inspection capabilities to diagnose runtime physics misbehavior and missing node states.

What is the best way to capture console output for analyzing Godot physics misbehavior at runtime?

The best way to capture console output for Godot physics misbehavior is running a debug build through an MCP server registered as "godot". This supports the run_project, get_debug_output, and stop_project loop to capture errors and warnings for root-cause analysis.

Do I need an MCP server registered as godot to use the mcp-driver skill for gameplay validation?

Yes, you need an MCP server specifically registered as "godot" to use this skill for gameplay validation. This registered server provides the necessary interface to execute run_project, get_debug_output, and stop_project commands for live inspection.

When should I not use runtime debugging for Godot compile errors or API lookups?

You should not use runtime debugging for Godot compile errors, syntax errors, unit test failures, or API lookups. This approach explicitly avoids misuse for static issues and is reserved for scenarios where headless builds pass but actual gameplay is incorrect.

Does the debug-fix loop support multiple iterations for root-cause analysis in Godot projects?

Yes, the debug-fix loop supports up to three iterations for root-cause analysis in Godot projects. This allows you to run the project, capture debug output, apply a targeted fix, and re-run to verify that the behavior matches expectations.