| name | godot-devtool-live-editor |
| description | Use with godot-devtool for live Godot editor operations through editor_ws, including selection, Inspector edits, UndoRedo scene changes, Dock status, and plugin reload. |
| metadata | {"version":"3.2.1","mcp_server":"godot-devtool"} |
Godot Devtool Live Editor
Load this when the user expects the open Godot editor to update directly.
Start
Request focused schema:
get_capabilities { "workflow": "live_editor", "includeSchemas": true }
Then confirm editor state:
plugin_status
list_bridge_sessions { "projectPath": "...", "context": "editor" }
plugin_dock_status
If no editor client is connected, use launch_editor or ask the user to open Godot, then plugin_reload after addon changes.
Tools
Read state:
plugin_status
plugin_dock_status
editor_get_selection
editor_inspector_get_properties
Modify the open scene through UndoRedo:
editor_select_node
editor_inspector_set_properties
editor_add_node
editor_delete_node
editor_rename_node
editor_move_node
editor_duplicate_node
editor_save_scene
Existing scene/node tools may use mode: "editor_live" with autoSave when the open editor scene must change without a disk reload.
Proof
Use plugin_dock_status as the machine-readable substitute when editor screenshots are unavailable. Verify labels for MCP Server, Editor Bridge, Runtime Bridge, Connection, Current Scene, Selection, Activity, Reconnect, and Refresh.
Do not infer success from a connected dock alone. A live edit is proven by a completed editor receipt plus a follow-up read such as editor_get_selection, editor_inspector_get_properties, or plugin_dock_status.