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It is the sibling of [`unity-mcp-cli`](https://www.npmjs.com/package/unity-mcp-cli) and [`unreal-mcp-cli`](https://www.npmjs.com/package/unreal-mcp-cli), backed by [ai-game.dev](https://ai-game.dev).\n\n<p align=\"center\"><img src=\"https://raw.githubusercontent.com/IvanMurzak/Godot-MCP/main/docs/img/terminal.svg\" alt=\"A terminal session: godot-cli installs the addon, signs in, configures Claude Code and opens the editor\" width=\"100%\"/></p>\n\n## Features\n\n✅ **One-command install** — `install-plugin` adds the addon, NuGet references and enables it\\\n✅ **Sign in once** — `login` uses the OAuth device flow; the editor picks the credential up\\\n✅ **Agent setup** — `setup-mcp` writes the MCP config for Claude Code, Cursor, Codex and more\\\n✅ **Editor control** — `open`, `close`, `status` and `wait-for-ready` for a project's editor\\\n✅ **Run tools** — `rql`, `exec`, `run-tool` start a headless editor when none is running\\\n✅ **Headless CI** — `check`, `import`, `test`, `export` and `run-script` without an open editor\\\n✅ **Extensions** — `install-extension` adds optional RQL modules; `update` updates everything\n\n## Quick start\n\nRequires [Node.js](https://nodejs.org/) 22.14 or later, and a Godot 4.3+ .NET editor with the .NET 8 SDK. Works on Windows, macOS and Linux.\n\n```bash\nnpm install -g godot-cli\n\ngodot-cli install-plugin ./MyGodotProject          # addon + NuGet references + enable the plugin\ngodot-cli login                                    # sign in to ai-game.dev, once per machine\ngodot-cli setup-mcp claude-code ./MyGodotProject   # write the agent's MCP config\ngodot-cli open ./MyGodotProject                    # build C#, start the editor, connect\ngodot-cli wait-for-ready ./MyGodotProject          # wait until the plugin answers\n```\n\nRun C# or RQL in the editor from the project folder; a headless editor starts when none is open:\n\n```bash\ngodot-cli exec 'EditorInterface.Singleton.GetEditedSceneRoot()?.Name'\ngodot-cli rql 'nodes | where name starts-with \"Tree\" | count'\n```\n\nOr run any command without installing: `npx godot-cli install-plugin ./MyGodotProject`.\n\n## Commands\n\n- **`open [path]`** — Build the project's C# assembly (so the addon loads on first open — see below), resolve the Godot editor binary, and launch `--editor --path <project>` with `GODOT_MCP_*` connection env vars. `--no-build` skips the build. `--headless` starts a windowless editor session instead (see [`exec`](#exec)).\n- **`exec [code]`** — Run C# in the editor through `script-execute` (see [`exec`](#exec)): reuses a running editor, otherwise starts a headless one and keeps it warm.\n- **`create-project [path]`** — Scaffold a new Godot project; `--dotnet` also writes a Godot.NET.Sdk `.csproj`, `--name` sets its name.\n- **`build [path]`** — Build the project's C# assembly (`dotnet build`) so the `godot_mcp` addon loads on the next editor open. GDScript-only projects (no `.csproj`) are a no-op. This is the same build `open` runs before launching.\n- **`rql [query]`** — One RQL query from the command line, no JSON: `godot-cli rql 'nodes | where name starts-with \"Tree\" | count'`. A query whose last stage is `set` or `call` goes to `rql-mutate` (`--dry-run`, `--max-targets <n>`), any other to `rql-query`; `--schema [type]` runs `rql-schema`; `-f <file>` (`-f -`: stdin) reads the query when a shell strips its quotes. Starts a headless editor like `run-tool`. After `SaveScene()`, `NewScene(...)`, `CreateResource(...)` or a `godot.resource(...)` edit it prints the files written (`Saved to disk: res://scenes/forest.tscn`); an operator spelled as in another language (`startsWith`, `like`) gets a hint with RQL's spelling. `rql --help` lists recipes.\n- **`run-tool <tool> [path]`** — POST to `<url>/api/tools/<tool>` with JSON input. Text mode prints a text answer as its text (`--raw`: the response JSON; `--verbose`: also the endpoint). When no editor answers on the project's local server it starts a headless one like `exec` (`--no-start` disables; `--once` closes it after the call).\n- **`run-system-tool <tool> [path]`** — POST to `<url>/api/system-tools/<tool>` (tools not exposed to MCP clients). Same auto-start as `run-tool`.\n- **`check [path]`** — CI gate without a running editor: import, `dotnet build`, editor boot and a GDScript load check, judged from the logs (see [headless commands](#headless-commands-check-import-test-export-run-script)).\n- **`import [path]`** — `godot --headless --import`, failing on import and script errors in the log.\n- **`test [path]`** — Run the project's GUT or gdUnit4 tests headless with a hard timeout; verdict from the JUnit report and the log.\n- **`export <preset> <output>`** — Export a preset headless (`--debug`, `--pack`); checks the export templates first and the output afterwards.\n- **`run-script <script> [args...]`** — Run a one-shot `SceneTree` GDScript (`godot --headless -s`); exit 0 only after `quit(0)`.\n- **`commands`** — Machine-readable manifest of every command, its arguments and options, and the exit codes (`--format json`).\n- **`tools [name]`** — The editor's AI tools (MCP `tools/list`; starts a headless editor when none answers, caches the list in `.ai-game-dev/tools.json`, git-ignored). With a name: its description, arguments and an example `run-tool` call. `--refresh` asks the editor again; `--no-start` uses the cache or the built-in list.\n- **`status [path]`** — Detect a running Godot editor for the project and probe MCP-server health.\n- **`wait-for-ready [path]`** — Poll the MCP server until it answers `ping`.\n- **`login [path]`** — Authenticate with the ai-game.dev cloud via the OAuth 2.1 device-authorization flow (RFC 8628) — opens a browser, then saves a cloud credential to the shared machine store (`~/.ai-game-dev/credentials.json`) the editor plugin auto-adopts. See the `login` section below for its `--project` / `--base-url` / `--force` / `--tools-only` / `--yes` flags.\n- **`setup-mcp <agent> [path]`** — Write the agent's MCP-client config pointing at the project-pinned `<host>/mcp/p/<pin>` URL (so the agent routes to *this* project's editor). In Cloud mode the config carries this project's key (`Authorization: Bearer agd_pk_…`). Add `--no-pin` for the bare `<host>/mcp` URL, `--oauth` for a URL-only config, `--regenerate-key` to replace the key.\n- **`setup-skills <agent> [path]`** — Write the `godot-cli` agent skill (cold-start workflow, RQL recipes, exit codes) and `ai-game-dev-app` under the agent's skills path, offline. `--list` shows each agent's skills support.\n- **`configure [path]`** — List / show / hide tools, prompts, and resources in the project-local `.godot-mcp/features.json` (`--enable-*` shows, `--disable-*` hides; a hidden tool still runs when called by name).\n- **`close [path]`** — Gracefully stop the Godot editor running for a project (`--force` to hard-kill). Also stops the local MCP server that editor ran, if it outlived it. `--owned-only` closes only an editor `godot-cli` started (`exec` / `open --headless`).\n- **`install-plugin [path]`** — Install the `godot_mcp` addon end-to-end: materialize `res://addons/godot_mcp/` (download the matching GitHub release, or `--source <path>` a local copy), add the NuGet `PackageReference`s the installed addon needs + the extension-catalog `<EmbeddedResource>` to the project `.csproj`, and enable the plugin. Idempotent.\n- **`install-extension <id> [path]`** — Install a Godot-MCP **extension** (an optional RQL-module package) into the project: resolve `<id>` from the shared catalog, add/update its `<PackageReference>` in the project `.csproj`, then rebuild to restore. Idempotent — behaviorally identical to the in-editor dock.\n- **`remove-plugin [path]`** — Disable the `godot_mcp` addon in `project.godot` `[editor_plugins]` (does not delete the addon files).\n- **`update [path]`** — Update everything: the project's `godot_mcp` addon and installed extensions to their latest versions, then `godot-cli` itself. Outside a project it updates only the CLI. `--check` reports (exit 2 when something is outdated); `--no-self`, `--no-project`, `--no-extensions` skip a step.\n\n### Build before open (`open` / `build`)\n\n`open` **builds the project's C# assembly before launching the editor**. Godot instantiates an enabled addon's `EditorPlugin` as soon as the editor loads — so on a *fresh* first open of a C# project that was never built, no assembly exists yet and Godot fails with `Unable to load addon script 'res://addons/godot_mcp/Editor/GodotMcpPlugin.cs' … Disabling the addon`. Building first guarantees the assembly is present when the addon is instantiated.\n\n- The build is the same one `godot-cli build` runs: `dotnet build <project>.csproj --configuration Debug`.\n- **GDScript-only projects** (no `.csproj` at the root) are skipped automatically — there is nothing to compile.\n- The build runs **unconditionally** for C# projects; `dotnet build` is incremental, so an up-to-date project is a fast no-op. Pass `--no-build` to `open` to skip it (e.g. you already built, or want to open as fast as possible).\n- If the build **fails**, `open` does **not** launch the editor (launching would just reproduce the disable-addon failure); the error is surfaced instead.\n\n### Editor resolution (`open`)\n\n`open` locates the Godot editor binary in this order:\n\n1. `--editor-path <path>` (explicit).\n2. `GODOT_BIN` / `GODOT4_BIN` environment variables.\n3. The first matching Godot binary on `PATH` (the mono build is preferred on Windows).\n4. Per-OS common install directories — Windows prefers the mono build; macOS resolves the `.app/Contents/MacOS/Godot` binary; Linux scans common extracted-binary locations.\n\n### Connection env vars\n\n`open` forwards these to the editor process (names match the addon's `GodotMcpConfig`):\n\n| Flag | Env var |\n| --- | --- |\n| `--url <host>` | `GODOT_MCP_HOST` |\n| `--cloud-url <url>` | `GODOT_MCP_CLOUD_URL` |\n| `--token <token>` | `GODOT_MCP_TOKEN` |\n| `--auth None\\|Required` | `GODOT_MCP_AUTH_OPTION` |\n| `--mode Cloud\\|Custom` | `GODOT_MCP_CONNECTION_MODE` |\n| `--log-level <level>` | `GODOT_MCP_LOG_LEVEL` |\n\nThe addon's default is Cloud (ai-game.dev): it needs no open ports, avoids port conflicts with other programs, and is free. For a local server that requires a token you choose (offline or air-gapped work), open the editor in Custom mode with it, then press **Start Server** in the dock (`Required` selects `token` authorization):\n\n```bash\ngodot-cli open ./MyGodotProject --mode Custom --auth Required --token <token>\n```\n\n### Server URL resolution (`run-tool` / `status` / `wait-for-ready`)\n\nThe server base URL a tool call POSTs to (`<base>/api/tools/<name>`, or `<base>/api/system-tools/<name>` for system tools — `status` / `wait-for-ready` probe the system tool `ping`) is resolved as:\n\n1. `--url <url>` (explicit override).\n2. `GODOT_MCP_HOST` env (Custom-mode host).\n3. `GODOT_MCP_CLOUD_URL` env → the cloud **`/mcp` hub** URL (`/mcp` is appended if absent).\n4. `GODOT_MCP_CONNECTION_MODE=Cloud` → the default cloud hub `https://ai-game.dev/mcp`.\n5. The **enrolled project marker** (`.ai-game-dev/project.json` `serverTarget`, written by `install-plugin --enroll`): a hosted target routes to its `/mcp` hub, a `localhost` target is used verbatim. This makes an **enrolled cloud project reachable with zero env config** — the persisted cloud credential (per-project store `<project>/.ai-game-dev/`, then the legacy project sink, then `~/.ai-game-dev/credentials.json`) is used automatically, refreshed through expiry.\n6. Local fallback: `http://localhost:<derived-port>`, the deterministic v2 project-path port the editor addon binds locally (a marker `portOverride` wins over the hash-derived port).\n\nThe cloud paths carry the `/mcp` hub segment so the request reaches the hub rather than the cloud backend (which serves no `/api/tools/*`). Pass `--url http://localhost:<port>` to target a local/self-hosted server explicitly.\n\n`run-tool`, `run-system-tool` and `exec` replace step 6 with the **project's connection mode**, read the way the addon reads it (`GODOT_MCP_CONNECTION_MODE`, the project's `.env`, the persisted `user://godot-mcp-config.json`, else Cloud, the addon's default). Custom mode uses the local server above. Cloud mode uses the cloud hub with the machine's sign-in (no editor is started: only an editor connected to ai-game.dev answers). If this machine has **never** signed in to ai-game.dev, the project's local server is used instead, with a warning (an editor started now serves it; nothing is persisted). A sign-in that exists but cannot be used (expired, revoked, unreadable) is an error (exit 6, `NOT_AUTHENTICATED`): a signed-in machine is never switched to a local server. The same holds for `open`, `tools` and `open --headless`: on a Cloud project of a signed-in machine `open --headless` starts no editor and exits 6 (use `open`, `run-tool` and `exec`, which go through ai-game.dev). An explicit `--url` / `--token` is used as is; a non-local `--url` / `GODOT_MCP_HOST` is called directly by `exec` and refused by `open --headless` (a headless editor is local).\n\n\n## `exec`\n\nRun C# in the project's Godot editor (the addon's `script-execute` tool, on [Code-Exec](https://github.com/IvanMurzak/Code-Exec)):\n\n```bash\ngodot-cli exec '1 + 2'                                   # → System.Int32: 3\ngodot-cli exec -f snippet.cs --using MyGame.Gameplay      # code from a file (\"-\" or a pipe: stdin)\ngodot-cli exec 'Helper.Twice(21)' --include helpers       # .cs files/folders under <project>/.ai-game-dev/snippets\n```\n\nThe code is plain statements; the last expression is the result. The output is the value (`Type: value`) and, under `logs:`, what the code printed (`Console`; `GD.Print` / push_warning / push_error with Godot.NET.Sdk 4.5+). A compile error points at the snippet's line (`snippet.cs(2,12)`) and exits 6.\n\n- **A running editor of the project** (yours, with a window, or one `godot-cli` started) is reused and never closed. Yours must serve the project's **local** server (dock: Custom mode, server started).\n- **None running:** the C# assembly is built, then a **headless** editor starts (`--headless --editor --path`, or a window with `--window`) connected to the project's local server (`http://localhost:<derived port>`, or `--url`), which its plugin starts itself. A headless one quits after `--idle <seconds>` (default 300, `0` = never) without tool calls, saving the open scenes that have a file (a windowed one stays open). Parallel calls build once and start one editor; a user's editor whose local server does not answer is waited for up to 60 s, then reported.\n- `open --headless [--idle-timeout <s>]` starts the same session without running code; `close --owned-only` saves and quits it (through the plugin's `session-close` tool — never a user's editor).\n\nSessions use [`@baizor/gamedev-cli-core`](https://www.npmjs.com/package/@baizor/gamedev-cli-core) `EditorSession`: the lease `<project>/.ai-game-dev/session.json` marks an editor as started by the CLI (only such an editor is ever closed) and records the server it runs on: while that editor provably lives, later `exec` / `open` / `close` calls use that server, whatever `--url` says. `<project>/.ai-game-dev/session.lock` makes concurrent calls start one editor: the C# build runs under it, only in the call that starts the editor. Both files are listed in `<project>/.ai-game-dev/.gitignore`. The editor receives `AIGD_SESSION_IDLE_SECONDS`, `AIGD_SESSION_OWNER=cli` and `AIGD_SESSION_NONCE`, plus `GODOT_MCP_CONNECTION_MODE=Custom`, `GODOT_MCP_HOST` and `GODOT_MCP_START_SERVER=true`. Options: `--ready-timeout <ms>`, `--timeout <ms>` (tool call, default 310000: just over the server's 5-minute `tool-timeout`), `--no-build`, `--editor-path`, `--token`, `--raw`.\n\n`run-tool` / `run-system-tool` follow the same policy when the call is refused on a **local** URL of a Godot project: they start a headless editor (building C# first unless `--no-build`), then retry. A running editor is reused and never closed; `--once` closes the editor afterwards only when this call started it. `--no-start` turns this off, and a cloud or remote URL never starts anything. Options: `--editor-path`, `--ready-timeout <ms>`.\n\n## Exit codes and output formats\n\nExit codes are shared with `unity-mcp-cli` and `unreal-mcp-cli` (`godot-cli commands --format json` lists them):\n\n| Code | Meaning |\n| --- | --- |\n| 0 | Success |\n| 1 | Generic or unclassified error; also a run interrupted by Ctrl+C / SIGTERM (the Godot process tree is killed) |\n| 2 | Usage error: unknown command or option, bad flag value or argument, an unknown tool (`NOT_FOUND`) (`--help` / `--version` exit 0) |\n| 6 | The command ran and failed: the tool returned an error, script or compilation errors, no test verdict, refused credentials |\n| 7 | The editor or MCP server is unreachable (also HTTP 502) |\n| 8 | Tests ran and at least one failed (a suite-level setup/teardown failure counts) |\n| 14 | Timeout (also HTTP 408 / 504) |\n| 17 | The server is busy (HTTP 503 / 429); the call was not executed |\n| 18 | The editor is blocked by a modal dialog (reserved: not detectable in a headless Godot) |\n\n`update --check` still exits 2 when something is outdated.\n\n**A tool call that did not succeed** (`run-tool`, `run-system-tool`, `exec`, `rql`, `tools`) maps to the same exit code and error code in all three CLIs (the table lives in `@baizor/gamedev-cli-core`; `commands --format json` lists it as `errorCodes`). When the MCP server answered, its HTTP status decides, and the envelope error carries it: `errors[{code, message, httpStatus}]`.\n\n| Condition | HTTP status | Exit | `errors[].code` |\n|---|---|---|---|\n| Bad arguments: a bad flag, tool arguments the CLI or the server rejected (any 4xx not listed here) | 400 (a 422 `[invalid_params]`) | `2` | `USAGE` |\n| No tool by that name (list them with `tools`), or no project at the path | 404 | `2` | `NOT_FOUND` |\n| No usable credentials, or the server refused them: sign in with `login` | 401, 403 | `6` | `NOT_AUTHENTICATED` |\n| The tool ran and reported an error (`status: \"error\"`, any 5xx not listed here) | 409, 422, 500 | `6` | `TOOL_FAILED` |\n| The project's code did not build, so no editor was started | — | `6` | `COMPILATION_FAILED` |\n| Connection refused or reset, no engine plugin connected to the server, plugin lost after the call was sent | 502 | `7` | `UNREACHABLE` |\n| No answer in time: `--timeout`, or the server's own tool timeout | 408, 504 | `14` | `TIMEOUT` |\n| Busy and did not run the call (reloading, rate-limited, another CLI call holds the editor); retry later | 503, 429 | `17` | `BUSY` |\n| Anything else (the call was aborted, an unexpected error) | — | `1` | `ERROR` |\n\n`--format text|json|ndjson` (default `text`) is accepted by `run-tool`, `run-system-tool`, `exec`, `status`, `wait-for-ready`, `check`, `import`, `test`, `export`, `run-script` and `commands`. `json` prints exactly one envelope on stdout:\n\n```json\n{ \"success\": false, \"command\": \"check\", \"data\": { \"...\": \"...\" },\n  \"errors\": [{ \"code\": \"SCRIPT_ERRORS\", \"message\": \"res://player.gd:12: error: Expected expression.\" }],\n  \"warnings\": [] }\n```\n\n`ndjson` prints events on stderr, one JSON object per line (`{\"type\":\"progress\",\"command\":…,\"message\":…}`, and every other line as `{\"type\":\"log\",\"command\":…,\"level\":\"info|error\",\"message\":…}`), and the envelope as one line on stdout. In both, logs, spinners and headings go to stderr without colour. Error codes: `USAGE`, `TOOL_FAILED`, `UNREACHABLE`, `TIMEOUT`, `BUSY`, `AWAITING_INPUT`, `TESTS_FAILED`, `TEST_RUN_ERROR`, `COMPILATION_FAILED`, `SCRIPT_ERRORS`, `IMPORT_FAILED`, `PROJECT_OPEN`, `NOT_FOUND`, `EXPORT_FAILED`, `NOT_AUTHENTICATED`, `CLOUD_PROJECT`, `ERROR`. `--raw` keeps working as before.\n\n## Headless commands (`check`, `import`, `test`, `export`, `run-script`)\n\nThese run Godot without an editor session and need no MCP server. Godot's exit code is not a verdict in headless mode (an `--import` with a GDScript parse error, or an addon that fails to load, still exits 0), so each command judges the run from its log (`SCRIPT ERROR`, `ERROR:`, `Parse Error`), a marker that proves the step ran, and the files it must produce. Each process gets a hard `--timeout` (the whole Godot process tree is killed: exit 14). Logs and scratch scripts go to `<project>/.godot/godot-cli/`. `check`, `import`, `test` and `export` refuse a project that is open in an editor (exit 6, `PROJECT_OPEN`: an import fights that editor over `.godot/`); `--allow-open` overrides it, `close` stops a `godot-cli` editor. The binary comes from `--editor-path`, `GODOT_BIN`, `PATH` or the usual install folders.\n\n```bash\ngodot-cli check                     # 0 clean, 6 SCRIPT_ERRORS / COMPILATION_FAILED, 14 timeout\ngodot-cli check --strict            # GDScript and C# compiler warnings fail too\ngodot-cli test --format github      # ::error annotations; 0 pass, 8 failures, 6 no verdict / no runner\ngodot-cli export \"Windows Desktop\" build/game.exe\ngodot-cli run-script tools/migrate.gd -- --dry-run\n```\n\n- **`check [path] [--strict] [--include-addons]`** runs four separate processes (a single cold `--build-solutions --quit` crashes on C# `[Tool]` plugins): `--headless --import`; `dotnet build` for a C# project (errors as `file(line,col): error CS…`); `--headless --editor --quit`, which must print `[Godot-MCP] plugin loaded` when the addon is enabled; and a GDScript pass that loads every `.gd` under `res://` (`res://addons/` only with `--include-addons`) and reports parse errors as `res://file:line`. `--strict` also fails on GDScript warnings (the project's Warn-level warnings raised to errors in memory, never saved) and C# `CS` warnings. Engine messages (a plugin's runtime warnings, for example) are listed as warnings and never fail the check.\n- **`import [path]`** fails on script errors (`SCRIPT_ERRORS`) and on resources that fail to import (`IMPORT_FAILED`).\n- **`test [path]`** finds GUT (`addons/gut`) or gdUnit4 (`addons/gdUnit4`), imports the project (`--no-import` skips it), and runs the runner's command-line script with a JUnit report (`-gjunit_xml_file`, or gdUnit4 `-rd`; gdUnit4 runs with `--ignoreHeadlessMode -c`). Exit 0 when all tests pass, 8 on failures, 6 (`TEST_RUN_ERROR`) when there is no report, no test ran, or a test script failed to load (its tests are missing from the report, so it must not pass), 6 (`NOT_FOUND`) with an install hint when no runner is installed. `--runner gut|gdunit4`, `--dir <dir>` (repeatable; default `res://test`, `res://tests`, or GUT's `.gutconfig.json`), `--filter <text>` (test scripts whose file name contains it), `--output <file>` (copy the JUnit XML), `--format text|json|ndjson|github`.\n- **`export <preset> <output> [--debug|--pack]`** checks that `export_presets.cfg` has the preset and that the export templates for the editor's version are installed (unless `--pack` or the preset names its own template), runs `--export-release|--export-debug|--export-pack`, and fails (`EXPORT_FAILED`) unless the output file exists, is not empty and was written by this run, and the log has no export errors (Godot writes the executable and exits 0 even when, say, the C# publish failed for want of a `.sln`).\n- **`run-script <script> [args...]`** runs `godot --headless --path <project> -s <script> -- <args>`: the script extends `SceneTree` or `MainLoop` and ends with `quit(code)`. Exit 0 for `quit(0)`; 6 for another code (`data.scriptExitCode`) or a script that failed to load; 14 on `--timeout` (default 300000 ms). It does not import, so it also runs while an editor has the project open.\n\n## `login`\n\n`godot-cli login` authenticates the editor plugin's **cloud** connection to [ai-game.dev](https://ai-game.dev) using the **OAuth 2.1 device-authorization flow** (RFC 8628) — it prints a short user code + verification URL, opens your browser, and polls until you approve:\n\n```bash\ngodot-cli login                       # sign in once per machine (default)\ngodot-cli login --project ./MyGame    # keep a per-project credential instead\ngodot-cli login --base-url <url>      # authenticate against a non-default server\ngodot-cli login --force               # re-authenticate over an existing credential\ngodot-cli login --tools-only         # CI/automation: tools credential only (no App pickup)\ngodot-cli login --yes                # non-interactive: confirm replacing another account's credential\n```\n\n- By default the credential is saved to the shared **machine store** `~/.ai-game-dev/credentials.json` (`0600` on POSIX / DPAPI on Windows) — sign in **once per machine** and the Godot editor plugin auto-adopts it, so `godot-cli open --mode Cloud` connects with **no `--token`**.\n- The default login signs the whole machine in: the flow requests an **agent-scope** grant and derives the narrower **tools (plugin) credential** from it via RFC 8693 token exchange, so every AI-Game-Dev tool on the machine (engine plugins, CLIs, the desktop App) picks the sign-in up.\n- `--tools-only` mints the tools credential **only** — nothing agent-scoped is stored, the desktop App cannot adopt the sign-in, and the runner shows up as its own revocable device on [ai-game.dev](https://ai-game.dev). Use it for CI and shared automation runners.\n- If the machine already holds a **different account's** credential, login asks before replacing it (declining revokes the just-minted credential and leaves the store untouched). Pass `--yes` to confirm non-interactively.\n- `--project <path>` (or the positional `[path]`) keeps a per-project credential (`<path>/.ai-game-dev/credentials.json`, gitignored) for per-project accounts. The old per-project sink `<path>/.godot-mcp/credentials.json` is **no longer written** — it is still read (and migrated into the machine store on first use) for one release.\n- The flow persists the **full** credential set (access token + rotating refresh token + expiry) — **no personal access token (PAT) is ever minted**. On any failure nothing is written, so an existing credential survives a denied / expired / network error intact. Commands refresh an expired access token automatically (via `@baizor/gamedev-cli-core`), so a signed-in machine stays signed in without re-running `login`.\n\n## `setup-skills`\n\n`godot-cli setup-skills <agent> [path]` generates AI-agent **skill files** for a Godot project under the selected agent's skills path (e.g. Claude Code's `.claude/skills`). Use `--list` to see every agent and its skills support.\n\n```bash\ngodot-cli setup-skills claude-code            # generate into ./.claude/skills\ngodot-cli setup-skills cursor ./MyGame        # generate into MyGame/.cursor/skills\ngodot-cli setup-skills --list                 # list agents + their skills paths\n```\n\nIt writes, offline (no editor, no server, no network):\n\n- `godot-cli/SKILL.md`: how an agent uses this CLI from a cold start: the first editor command starts a headless editor, `rql` with recipes for scenes, nodes and resources, `check` / `test`, `--format json`, what each exit code means. It is short on purpose (an agent keeps every byte it reads in context); `references/rql.md` and `references/install.md` hold the depth, read only when needed. The recipes come from the same source as `godot-cli --help` and `rql --help`, so the skill and the help cannot drift apart.\n- `ai-game-dev-app/SKILL.md`: the companion app, for creative tools the CLI does not have.\n\nIt is **idempotent**: re-running rewrites the same bytes. It removes the `godot-mcp` / `godot-mcp-<family>` skills earlier versions generated from a hand-written catalog. Per-tool skills are the addon's job: it generates them from the tools it really registers whenever the editor runs (toggle in the addon's Skills panel), together with its `godot-cli-install` guide.\n\n## `install-plugin`\n\n`godot-cli install-plugin [path]` is a **real installer** — it makes a from-scratch terminal install produce a working project, in one idempotent command:\n\n```bash\ngodot-cli install-plugin ./MyGodotProject                      # download the matching release + install\ngodot-cli install-plugin --version <x.y.z> ./MyGodotProject   # pin a specific addon release\ngodot-cli install-plugin --source ./Godot-MCP/addons/godot_mcp ./MyGodotProject   # offline / dev copy\n```\n\nIt performs four steps:\n\n1. **Materialize `res://addons/godot_mcp/`.** By default it downloads `godot-mcp-addon-<version>.zip` over HTTPS from **github.com only** (the `IvanMurzak/Godot-MCP` release `v<version>`; the version defaults to the CLI's own version). Non-`github.com` hosts and plain `http` are rejected. With `--source <path>` it copies the addon from a local directory instead (no network) — `<path>` may be a directory that *is* `addons/godot_mcp` or one that *contains* it.\n2. **Add the NuGet packages** the addon needs (`com.IvanMurzak.ReflectorNet`, `com.IvanMurzak.McpPlugin`) to the project's `.csproj`, idempotently — adding when missing, reconciling a stale version, and leaving a correct pin untouched. The versions come from the addon being installed: its `nuget-deps.json` (generated from `Godot-MCP.csproj` into every release zip by the release workflow), or, with `--source` pointing into a Godot-MCP checkout, that checkout's `Godot-MCP.csproj`. Older addon zips without the manifest fall back to the versions built into the CLI, with a warning.\n3. **Embed the extension catalog** (`<EmbeddedResource Include=\"addons/godot_mcp/extensions.catalog.json\" LogicalName=\"Godot-MCP.extensions.catalog.json\" />`) into the project's `.csproj`, idempotently. Without it the addon's extension registry reads no catalog at editor runtime and the **Extensions panel is empty**. Single-sourced + parity-tested against the addon csproj alongside the pins. It also sets `<EnableDynamicLoading>true</EnableDynamicLoading>` (Godot's template has it; without it a game run from the editor cannot instantiate C# scripts).\n4. **Enable the plugin** in `project.godot` `[editor_plugins]`.\n\nIt is library-safe (returns a `{ kind: 'success' | 'failure' }` union; never throws past the public boundary) and idempotent — re-running on an already-installed project reports no change.\n\n## `install-extension`\n\n`godot-cli install-extension <id> [path]` installs an optional Godot-MCP **extension** (an optional NuGet package that extends RQL; it adds no tools of its own) into a Godot C# project — the terminal/library channel for the same install the in-editor **Extensions** dock performs:\n\n```bash\ngodot-cli install-extension com.IvanMurzak.Godot.MCP.CSG ./MyGodotProject   # add/update the PackageReference\ngodot-cli install-extension \"CSG Tools\"                                      # resolve by name; default cwd\ngodot-cli install-extension com.IvanMurzak.Godot.MCP.CSG --version <x.y.z>   # override the catalog pin\n```\n\n- Resolves `<id>` against the **shared extension catalog** (`addons/godot_mcp/extensions.catalog.json` — the single source of truth the dock, the CLI, and the app all consume), matching by package id (then name), case-insensitive.\n- Read-modify-writes a `<PackageReference Include=\"<packageId>\" Version=\"<version>\" />` into the project's root `.csproj`: **added** when absent, version **bumped** only when the catalog (or `--version`) pins a newer version, and a **no-op** when already up to date — then asks you to rebuild (`godot-cli build`) so Godot restores + compiles the new package.\n- Behaviorally identical to the dock's `ExtensionInstaller` (the same add / update / no-op + numeric version-compare rules; verified by a shared scenario set on both sides).\n\n## Library API\n\nThe package also exports a side-effect-free library (the `.` entry):\n\n```ts\nimport { openProject, runTool, setupMcp, installPlugin, installExtension, execCode, ensureEditor } from 'godot-cli';\n\n// The shared extension catalog + lookup helpers are exported too, so a GUI (the app)\n// can render the same list the dock + CLI install from:\nimport { EXTENSIONS_CATALOG, findExtension } from 'godot-cli';\n\n// The headless commands, their log/JUnit parsers and the exit codes:\nimport { checkProject, importProject, runTests, exportProject, runScript, parseGodotLog, parseJUnit, ExitCode } from 'godot-cli';\n```\n\nEvery function returns a discriminated union (`{ kind: 'success', ... }` / `{ kind: 'failure', error }`) and never throws past the public boundary.\n\n## Development\n\n```bash\nnpm install\nnpm run build   # tsc → dist/ (ESM)\nnpm test        # vitest\n```\n\n\n## Supported AI agents\n\n`godot-cli` writes ready-to-use MCP client configs for every major AI coding agent — run `godot-cli setup-mcp <agent> [path]` to wire one up (and `godot-cli setup-skills <agent> [path]` to generate its skill files). Use `--list` on either command to see every supported agent.\n\nSupported agents include Claude Code, Claude Desktop, Cursor, VS Code and Visual Studio (Copilot), GitHub Copilot CLI, Rider (Junie), Codex, Gemini, Antigravity, Cline, Open Code, Kilo Code, and a generic `custom` MCP client.\n\n```bash\ngodot-cli setup-mcp --list                    # list every supported agent id\ngodot-cli setup-mcp claude-code ./MyGame      # write the agent's MCP client config (pinned to this project)\ngodot-cli setup-mcp claude-code ./MyGame --no-pin   # write the bare, unpinned <host>/mcp URL instead\ngodot-cli setup-mcp claude-code ./MyGame --oauth    # URL-only: the agent signs in with its own OAuth\ngodot-cli setup-mcp claude-code ./MyGame --regenerate-key   # new project key; the old one is revoked\n```\n\nIn Cloud mode `setup-mcp` writes a **project key** into the agent config for every agent: `Authorization: Bearer agd_pk_…` (Codex: `http_headers`). A project key never expires, is bound to this project's pin (it cannot reach any other project on your account), and is created once per project with your machine sign-in (`godot-cli login`), then reused from `~/.ai-game-dev/project-keys.json`. `--regenerate-key` replaces it and revokes the old one. Without a machine sign-in (or while the server cannot issue keys) the config is URL-only and the agent authenticates with its own OAuth; `--oauth` asks for that URL-only config explicitly. An explicit `--token` always wins. A local server config (`--url http://localhost:…`) never carries a project key.\n\n> For the full Godot-MCP project documentation, see the [main README](https://github.com/IvanMurzak/Godot-MCP/blob/main/README.md). Backed by **[ai-game.dev](https://ai-game.dev)**.\n","readmeFilename":"README.md"}