
Smalldy/godot-bridge
61Last commit Aug 15, 2026
godot-bridge DSH plugin
godot-bridge is a DeepSeek Harness (DSH) plugin that launches a Godot 4.x game process and communicates with its in-game McpInteractionServer over TCP. It provides 16 tools covering project management, scene inspection, headless operations, and more, all without requiring an MCP server or Python. The plugin is installed via the DSH CLI and integrates seamlessly into the DSH session.
How to install the godot-bridge DSH plugin
dsh plugin --profile web add github:Smalldy/godot-bridgeCopying does not run this command. Review the repository and version before installing the godot-bridge DSH plugin.
godot-bridge DSH plugin data source
godot-bridge DSH plugin snapshot date: Aug 16, 2026
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What the godot-bridge DSH plugin can do
- Launch and stop Godot 4.x projects in debug mode, with auto-install of the interaction server autoload.
- Send over 130 interaction-server commands (get_scene_tree, eval, click, screenshot, etc.) via a single godot_command tool.
- Perform headless operations (read/modify scene, attach script, create resource, etc.) without a running game.
- Manage project settings, autoloads, input map, export presets, and GDScript templates.
- Capture viewport screenshots as base64 PNG using godot_screenshot.
- Check plugin version and update availability on load.
- Persist Godot engine path via settings, with hot-reload support.
Where the godot-bridge DSH plugin fits
- Automate game testing: run the project, execute UI interactions, and capture screenshots programmatically.
- AI-assisted game development: let an agent inspect scene graphs, modify properties, and validate scripts.
- Headless build pipeline: use headless operations to export the project or manage export presets.
- Debugging and troubleshooting: retrieve debug output, ping the game server, and recover from errors.
- Integrate Godot project management into DSH workflows: create projects, set main scene, manage layers.
Who the godot-bridge DSH plugin is for
- Godot 4.x game developers who want AI-driven automation and testing.
- DSH users who need to control and inspect Godot games from within the agent session.
- Game testers and QA engineers using AI agents to interact with game UIs.
godot-bridge DSH plugin limitations
- Requires a Godot 4.x project with the McpInteractionServer autoload (automatically installed if missing).
- Godot executable path must be a real executable, not a version-manager shim, to avoid process management issues.
- The DSH file sandbox is bypassed for Godot subprocesses, but the plugin must be installed via the bundle mechanism (not copied manually).
- eval commands in debug mode may cause compile errors that pause the game; recovery requires stop/restart.
- Update check requires network access at boot and may be suppressed in certain minimal presets.
godot-bridge DSH plugin: from the repository README
Quoted from the Smalldy/godot-bridge README, the upstream source of the godot-bridge DSH plugin. Copyright remains with the original authors.
**English** | [中文](README.zh-CN.md) # godot-bridge [](https://awesome-dsh-plugin.com) Native **DeepSeek Harness (DSH)** plugin that launches and drives a running **Godot 4.x** game through its in-game TCP interaction server — replacing the [`godot-mcp`](https://github.com/tugcantopaloglu/godot-mcp) MCP server with first-class agent tools. No MCP protocol, no Python server, no editor addon. The game side is untouched: `McpInteractionServer` (the `mcp_interaction_server.gd` autoload) already listens on `127.0.0.1:9090` and speaks newline-delimited JSON — godot-bridge speaks the same protocol natively from inside the DSH host. ## Tools | Tool | Replaces (godot-mcp) | Purpose | | --- | --- | --- | | `godot_run_project` | `run_project` | Launch the project in debug mode (`godot -d --path …`), wait for port 9090 | | `godot_stop_project` | `stop_project` | Terminate the game process (tree-scoped kill) | | `godot_get_debug_output` | `get_debug_output` | Incremental stdout/stderr of the launched process | | `godot_command` | all `game_*` (~130) | Send any interaction-server command: `get_scene_tree`, `get_ui_elements`, `ev
Read the full READMERepository license: MIT
godot-bridge DSH plugin questions
How do I install godot-bridge?
Run `dsh plugin --profile web add github:Smalldy/godot-bridge` in your terminal. This command installs the package into the profile's node_modules and adds the bundle layer. After restarting DSH, the 16 godot_* tools will be available in every session on that profile.
What are the requirements for using godot-bridge?
You need a DSH session with a host runtime, a Godot 4.x project that has the McpInteractionServer autoload (godot-bridge can auto-install it if missing), Node.js on PATH, and a Godot executable. The Godot executable can be auto-detected if 'godot' is on PATH; otherwise, set it in the plugin settings (the Web plugin-config page or settings.yaml).
How do I set the Godot executable path?
You can set it per-tool via the `godot_path` argument, or set it globally in the plugin settings. Go to the Web plugin-config page for the 'godot-bridge' section, or edit `settings.yaml` under the `godot-bridge:` key. Use the real full path to the Godot executable, not a version-manager shim, to avoid process management issues.
Why does godot-bridge spawn a subprocess for each command?
Each command spawns a one-shot `node -e` bridge that connects to the game server, sends one line, and exits. The game server is single-connection and single-command, so short-lived connections fit perfectly. This design avoids persistent connections and simplifies error handling.
How do I update godot-bridge once installed?
Run `dsh plugin --profile web update godot-bridge` and then restart DSH. The plugin checks for updates on load by fetching the latest package.json from the repository. If a newer version is found, it adds a system-prompt section so the model informs you until you update.