Godot MCP Studio 1.3.7: Drag and Drop Testing, Script Edits That Stick, Steadier Connection
Version 1.3.7 is a reliability and testing update. Your AI can now test drag and drop and translated menus, its script and scene edits stay applied after save and play, and the connection to Godot recovers on its own. Lite 1.1.5 gets the connection, script and scene fixes plus a few practical extras.
If you missed the last cycle, read Godot MCP Studio 1.3.6 for hover testing and layout checks that lead into this release.
New in 1.3.7
These additions expand what your AI can see, edit and verify without extra setup.
- Smaller screenshots for a quick look at the game and the editor, which helps keep long sessions cheaper.
- Large pixel edits in Image Studio applied from a file in your project instead of sending all pixel data at once.
- Change of a scene root node type while keeping children, groups and connections.
- Cross project reading. Your AI can list your other Godot projects and read files, scenes and scripts from one of them without touching the project open in Godot.
- Broader Project Health checks covering broken or duplicate UIDs, leftover
.uidand.importfiles, input actions used in code but never defined, autoloads pointing at missing files, export presets, git ignore rules for.godotfolders, physics tick rate and unused resources. - Text entry in the running game, so your AI can type into text fields during tests.
- Seven new templates covering state machine, scene transitions, audio manager, input remapping, quest tracker, interaction prompts and wave spawner. The seven existing templates also received bug fixes.
- Support page in the dashboard where you can open a ticket and follow replies.
- Newsletter opt in when you create an account, for product updates.
If you generate art or scaffold systems with templates, the Image Studio and templates workflow shows how to combine both in batches.
Improvements to testing, safety and clarity
This release makes costs, errors and multi session edits easier to understand.
- Image Studio costs fewer credits. Most images now cost about a third less, and every size of a style costs the same.
- Project Health is clearer. Each problem has its own fix button, such as Enable add-on, Remove autoload or Delete leftover files, explains how to fix it in Godot, and tips no longer count as problems. Editor errors now cover the last few minutes, and references inside comments are no longer reported as missing files.
- Stricter input validation. Tools refuse bad input with a clear reason instead of reporting success, for example duplicate signal connections, unknown colour names, out of range tile positions or import settings that would break a texture.
- Safer work with two AI sessions in one editor. Every scene edit says which scene it changed and can refuse when a different scene is open.
- Drag and drop support in the running game, so your AI can test inventories, card games and other drag based UI.
- Click by visible text, including translated builds. It also finds buttons and clickable panels whose text sits in a label inside them.
- Script tests that wait for frames or signals now really wait before checks are counted.
- Opening a scene right after closing another one now works the first time.
- Smaller cookie banner on the website with clearer choices.
- For background on why these checks matter for agents, see why tool access changes AI development.
Fixes for edits, scenes and connection
These fixes focus on edits that stick, scenes that reload correctly and sessions that stay connected.
- Script edits stick. AI edits are no longer undone by a later save or play, and new exported properties show up in the Inspector right away.
- Scenes changed on disk are reloaded in the editor instead of being saved over with an older copy.
- Script checking no longer flags tool scripts and other plugins the editor is using as broken, and no longer lists file names built at run time as missing.
- Connection stays up while the editor is open, including after an export or with a second Godot window open. It reconnects on its own and the project status in the app matches.
- Running games connect reliably even with many AI sessions open. When a game still cannot connect, your AI is told why and how to fix it.
- Resource edits are safer after a script move or rename, and a save that would drop references is undone.
- Property writes are verified. Setting rotation, position or color no longer reports failure when the value was applied, new exported variables added outside Godot are picked up first, and unknown properties are reported instead of counted as set.
- Scene safety. A scene can no longer be placed inside itself, saving a branch as a scene keeps signal connections, and an infinity value no longer makes a call hang.
- Health report accuracy. A moved file that Godot still finds is no longer listed as missing, with a suggestion to save the scene again instead.
- Export presets store include and exclude filters where Godot reads them, exports no longer interrupt the open editor session, and the looping WAV example now uses the correct setting.
- Value watchers in the running game no longer pause the game or time out when the node is removed. Your AI learns the node is gone and keeps values collected so far.
- File search accepts patterns like
*.tscn, a second app launch focuses the running copy, client active status tracks real connections, and repair prompts for Codex, Claude Desktop, Zed or Antigravity no longer appear when those tools are set up for another project. On macOS, Zed setup writes to the settings file Zed reads.
Lite 1.1.5
Lite picks up the core stability fixes plus a few workflow extras.
- Same connection fixes, with automatic reconnect while Godot is open.
- Script edits stick, scenes changed on disk reload, and script checks skip editor owned scripts.
- Smaller editor screenshots for a quick look.
- List other projects and read files from one of them without touching the open project.
- Clear message when too many AI sessions connect to Godot.
- Verified property writes and pickup of new exported variables added outside Godot, with no false failure on rotation, position or color.
- Second launch focuses the running app, no unused license card in settings, and macOS Zed setup writes to the correct file.
Open an existing project and try drag testing in your UI scene or run Project Health again to see the new checks and fix buttons.