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Changelog

Every update, in order

New features, improvements, and fixes to Godot MCP Studio.

Latest
pro & lite
  • Added
  • Improved
  • Fixed

1.3.7: Drag and drop testing, script edits that stick, steadier connection

Your AI can test drag and drop and translated menus, its script and scene edits no longer get undone, and the connection to Godot recovers on its own. Lite 1.1.5 gets the connection, script and scene fixes.

New

  • Your AI can take smaller screenshots of the game and the editor for a quick look, which keeps long sessions cheaper.
  • In Image Studio, your AI can apply large pixel edits from a file in your project instead of sending them all at once.
  • Your AI can change the type of a scene's root node, keeping its children, groups and connections.
  • Your AI can list your other Godot projects and read the files, scenes and scripts of one of them without touching the project open in Godot.
  • Project Health checks more: broken or duplicate uids, leftover .uid and .import files, input actions your code uses but never defines, autoloads pointing at missing files, export presets, git ignore rules for .godot/, physics tick rate and unused resources.
  • Your AI can type text into text fields in the running game.
  • Seven new templates: state machine, scene transitions, audio manager, input remapping, quest tracker, interaction prompts and wave spawner. The seven existing templates got bug fixes.
  • A new Support page in your dashboard, where you can open a ticket and follow the replies.
  • When you create an account, you can choose to get the newsletter with product updates.

Improvements

  • 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 show what happened in the last few minutes, and references inside comments are no longer reported as missing files.
  • Tools now refuse bad input with a clear reason instead of reporting success, for example a duplicate signal connection, a colour name Godot does not know, out of range tile positions or import settings that would break a texture.
  • 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 now works in the running game, so your AI can test inventories, card games and other drag based UI.
  • Your AI can click buttons by the text shown on screen, also when your game is translated.
  • Clicking by text 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 their checks are counted.
  • Opening a scene right after closing another one now works the first time.
  • The cookie banner on the website is smaller and explains each choice.

Fixes

  • Script edits from your AI no longer get 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.
  • Checking scripts no longer reports scripts the editor is using, such as tool scripts and other plugins, as broken.
  • The project health report no longer lists file names your code builds at run time as missing files.
  • The connection to Godot no longer shows as closed while the editor is open, for example after an export or with a second Godot window open. It now reconnects on its own, and the project status in the app matches.
  • A running game can always connect to Godot, even with many AI sessions open. When a game still can't connect, your AI is told why and how to fix it.
  • Editing a resource no longer breaks it after one of its scripts was moved or renamed, and a save that would drop references is undone.
  • Setting a rotation, position or color no longer reports a failure when the value was applied.
  • A value of infinity no longer makes a call hang, a scene can no longer be placed inside itself, and saving a branch as a scene keeps its signal connections.
  • The health report no longer lists a moved file as missing when Godot still finds it. It suggests saving the scene again instead.
  • Setting node properties checks that each value was really kept. New exported variables added to a script outside Godot are picked up first, and a property the node does not have is reported instead of counted as set.
  • Include and exclude filters for an export preset now go where Godot reads them, so they really apply to the export.
  • The example for a looping WAV sound now uses the right setting, so following it makes the sound loop.
  • Watching a value in the running game no longer pauses the game or times out when the node is removed. Your AI is told the node is gone and gets the values collected so far.
  • An export no longer interrupts the session with the editor you have open.
  • Finding files accepts patterns like *.tscn.
  • Opening the app a second time brings up the one already running instead of starting another copy.
  • The app only shows an AI client as active when one is really connected, and its name goes away when it disconnects.
  • Project Health no longer asks you to repair Codex, Claude Desktop, Zed or Antigravity when they are set up for another project.
  • On macOS, setting up Zed now writes to the settings file Zed reads.

Lite 1.1.5

  • The connection fixes: no more closed connection while Godot is open, and it reconnects on its own.
  • Script edits stick, scenes changed on disk are reloaded, and checking scripts no longer flags scripts the editor is using.
  • Smaller editor screenshots for a quick look.
  • Your AI can list your other projects and read files in one of them without touching the project open in Godot.
  • A clear message when too many AI sessions are connected to Godot.
  • Setting a rotation, position or color no longer reports a failure when the value was applied.
  • Setting node properties checks that each value was really kept, and picks up new exported variables added to a script outside Godot.
  • Opening the app a second time brings up the one already running.
  • The settings no longer show a license card that Lite doesn't use.
  • On macOS, setting up Zed now writes to the settings file Zed reads.

More updates are on the way. Join the Discord server to follow along and tell us what you need next: https://discord.gg/k4XXzEVKte

pro
  • Improved
  • Fixed

Image Studio: generation fixed, one price at every size

Quick, Studio and tile generations work again, Image Studio prices are now the same at every size, and the support chat asks before passing you to a person.

Fixes

  • Fixed Quick, Studio and tile generations failing with a message telling you to change the style or palette. Nothing was wrong with those requests, and your credits were always returned.
  • If a generation can't run because of a problem on our side, the message now says so plainly instead of asking you to change your settings.

Improvements

  • Image Studio prices no longer depend on the canvas size:
    • Quick: 12 credits per image
    • Studio and tiles: 23 credits per image
    • Small pixel styles: 23 credits up to 128 px, 33 above
    • The first-person weapon style in Pro: 70 credits per image

Small canvases cost more than before, large ones cost the same, and other prices are unchanged. The app always shows the exact price before you approve.

On the website

  • The support chat now asks before passing you to a person, keeps helping while you wait, and shows when someone from the team has joined.

More updates are on the way. Join the Discord server to follow along and tell us what you need next: https://discord.gg/k4XXzEVKte

pro & lite
  • Added
  • Improved
  • Fixed

1.3.6: Hover testing, layout checks, smarter Image Studio requests

Your AI can test hover effects and find UI that spills off screen, play-testing keeps working after renames and new scripts, and Image Studio catches requests that can't run before they reach Approvals. Lite 1.1.4 gets safer rules updates, clearer connections and the fixes.

New

  • New game_find_layout_overflow tool: your AI can find UI that is pushed off screen or out of its panel in the running game, see what caused it and how to fix it.
  • Your AI can test hover effects in the running game. It sees which button or menu item is under the cursor, and it can also move your real mouse pointer there.
  • When you start new artwork, Image Studio shows example requests you can copy and give to your AI.
  • When a project has no rules or skills yet, the app offers to set them up the first time you open it. Nothing is installed until you choose, and you can turn these suggestions off.

Improvements

  • Image Studio checks every request from your AI right away and tells it exactly what to change, such as the camera angle, size or style. Requests that can't run no longer show up in Approvals.
  • Requests waiting in Approvals that can no longer run are removed, and your AI is told why.
  • When you make seamless tiles, only the styles that tile cleanly are offered.
  • When a generation fails after you approve it, your AI is told the real reason and what to change, and the app shows what went wrong.
  • For game art, your AI now uses Image Studio instead of writing its own image scripts. It asks you at most once whether to generate with credits or draw for free, and when you ask it to draw, it uses the free drawing tools.
  • Your AI looks for the right tool before saying something can't be done, gets on with what you asked instead of waiting for a go-ahead, and checks each change it makes.
  • When Godot isn't connected, your AI finds out why and tells you how to fix it, instead of only asking you to open the project.
  • Your AI no longer tells you to switch to Full Control for jobs that need a small editor script. In Safe Edit, the app simply asks you first.
  • Your AI now leaves the Godot MCP Studio add-on in your project alone, so it can't break its own connection to Godot.
  • Your AI now reports tool problems to us on its own so we can fix them. These are short, general notes that never include your code, prompts or project details. The Settings switch is now called "Share skill usage insights" and only covers which skills your AI uses.
  • Scripts your AI creates, renames or deletes are picked up before the game starts, so the game no longer fails with "Identifier not declared" for a class your AI just made. If it still happens, the error says what to do.
  • Checking all scripts no longer gets stuck asking your AI to try again. Folders Godot ignores, such as a project inside your project, are skipped and listed.
  • Your AI has fewer failed attempts when it sets positions, sizes and colors, in the editor or in the running game. If a value is wrong, it is told what to send instead.
  • If you edited the Godot MCP Studio section of CLAUDE.md or AGENTS.md, a rules update now warns you in red, lets you copy your edits first, and keeps a backup of the old file.
  • Skipping a rules update keeps it hidden until a newer one comes out, and the update banner no longer appears when there is nothing to change.
  • Every AI app now gets all the tools. Setups made with an older version keep working.

Fixes

  • Fixed your AI losing touch with the running game after you renamed the project. If the game can't connect, your AI is now told why.
  • Fixed multiplayer test runs ignoring the start options your AI gives each game window.
  • Fixed the pointer jumping to the top left corner of the game when your AI moved or clicked the mouse without saying where.
  • When two Godot projects are open and both try to use the same connection, the app now tells you, instead of connecting your AI to the wrong project.
  • Your AI is told right away when an image sits in a folder Godot ignores, such as a hidden folder, instead of waiting for it to load.

Lite 1.1.4

  • The rules update warning, the backup of your edits and the quieter update banner. You can also turn update suggestions off.
  • Your AI finds the right tool, gets on with the job, tells you why Godot isn't connected, no longer pushes you to Full Control, and leaves the Lite add-on alone.
  • Fewer failed attempts when setting positions, sizes and colors on nodes.
  • The fixes for two projects sharing one connection and for images in folders Godot ignores.

On the website

  • Support now runs on our own chat, right on the website. It answers right away, can show steps, tables and links, and passes you to a person when you need one. You can see when we have read your message and find your earlier chats in the same place.

More updates are on the way. Join the Discord server to follow along and tell us what you need next: https://discord.gg/k4XXzEVKte

pro & lite
  • Added
  • Improved
  • Fixed

1.3.5: Overlapping inputs, close_scene, steadier image imports

Your AI can hold several inputs at once while play-testing and close scene tabs, generated images keep importing in the background, and a round of editor fixes. Lite 1.1.3 gets the editor fixes and close_scene.

New

  • New close_scene tool: your AI can close an open scene tab in the editor.
  • game_simulate_sequence can hold several inputs at once, so your AI can run and jump at the same time.
  • Input sequences now play frame by frame inside the running game, so their timing is exact.
  • Add monitor to game_simulate_sequence to watch a property, such as a player's position, while the sequence plays.
  • When an Image Studio request is waiting to be imported, your AI is now told what is going on instead of waiting in silence.

Improvements

  • Generated images keep importing while the app window is in the background or covered by other windows.
  • Download errors are clearer, and downloads retry on their own.
  • Retry import is always there when an import gets stuck.
  • An import that fails partway no longer leaves stray frame files behind.
  • Your AI can now set properties that hold a list of values, such as colors, polygons, points and filters.
  • Instancing a scene no longer duplicates its signal connections, and changes to nodes inside an instanced scene are now saved.
  • The editor no longer fills the Output panel with "too many connections" messages, and it closes connections that stopped responding so a new session can connect.
  • When an animation fails to generate, the message now tells you how to retry: give the sprite more room on a larger canvas.
  • If you never confirm the email address on your account, we send a reminder after a day. Accounts still unconfirmed three days later are removed.

Fixes

  • Fixed the Auto-approval settings jumping back while you were changing them.
  • Fixed project_health_report and get_node_warnings listing nodes as warnings just because they belong to a group.
  • Fixed set_node_properties reporting text properties, such as the animation of an AnimatedSprite2D, as rejected even though they were applied.
  • Fixed game_simulate_sequence promising sequences up to 12 seconds long when the limit is 8 seconds.

Lite 1.1.3

  • New close_scene tool.
  • Setting properties that hold a list of values, the instanced scene fixes and the quieter editor connection from above.
  • The Auto-approval settings fix and the set_node_properties fix.

More updates are on the way. Join the Discord server to follow along and tell us what you need next: https://discord.gg/k4XXzEVKte

pro & lite
  • Fixed
  • Added
  • Improved

1.3.4: Approvals in the app, Cursor fix, multiplayer testing

Moves Safe Edit questions into the app, fixes Cursor showing 0 tools, lets the AI test each instance of a multiplayer game, installs GodotSteam from the Asset Library, and ships macOS as Apple Silicon only.

Fixes

  • Fixed Cursor showing the server as connected with 0 tools.
  • Cursor now gets the full tool set by default, like every other client.
  • Fixed game instances started with play_multiplayer never connecting to the editor, so the game tools could not reach them.
  • Fixed a game session ending on its own a few seconds after play_multiplayer started it.
  • Fixed arguments and instance_arguments reaching the engine instead of the game, so OS.get_cmdline_user_args() returned nothing unless you added a -- entry yourself. They now arrive as user arguments as documented, and a -- you pass is still accepted.
  • Fixed check_all_scripts and the health report always answering "still scanning, retry shortly" in a project that keeps another Godot project in a subfolder.
  • Fixed the game tools losing contact with a running game after the project was renamed.
  • Fixed validate_script reporting a Godot MCP Studio file as broken and printing errors in the editor.
  • Fixed updates failing on an install whose license had lapsed. Updates now install in any license state; only the first download needs an active license.
  • An install that was never activated now says so when it checks for updates, instead of reporting a failed update.
  • Activating a license checks for updates right away.
  • Fixed the app sometimes revalidating your license twice at startup, which made the second attempt fail and forced a recovery round trip.

Approvals move into the app

  • Safe Edit questions now appear in Godot MCP Studio with Approve and Deny, instead of in whichever AI client you happen to use. Keep the app running while you work and every client behaves the same way.
  • This also fixes clients that answered the question themselves without showing it to you, which looked like an action being refused for no reason.
  • Installing an add-on with native code asks here too, in every permission mode.
  • If the app is not running, the question still goes to your AI client as before.
  • A tool waits about 90 seconds. After that it says the approval is still waiting. The question stays in the app for an hour, so approve it whenever you get to it and ask the AI to run the tool again.
  • Image approvals and editor approvals share one list, one count and one panel.
  • One Auto-approval row now covers both. Pick what is allowed, how many and how long, and a long run of edits stops asking at every delete. Add-ons with native code are excluded unless you pick them, and image generation keeps its own credit limits.
  • Lite gets this too.

Server and updates

  • The app checks that the MCP server on disk was built together with it. When they do not match, the server stays off and a Repair button installs the right one.
  • After an app update, a running server hands over to the new version on its own once it is idle, so clients that keep the server open (Cursor does) get the new tools without restarting anything.

Multiplayer testing

  • play_multiplayer starts your game instances, and the AI can now work with each one: read its errors, take a screenshot, look at its scene tree, and send input to the instance you pick instead of only the last one started.
  • Each instance can get its own launch arguments, and the first one can run headless as the host.
  • list_game_instances shows what is running, and errors say which instance they came from.
  • The multiplayer skill now follows this flow: one instance hosts, the others join, and replication is checked from the joining side.

GodotSteam

  • install_addon can install GodotSteam (Asset Library id 2445). The app checks the download comes from the GodotSteam project and asks you to confirm before anything is added, in every permission mode. Restart the editor afterwards.
  • On Windows, installing an add-on with native code now warns you when the Godot editor keeps its own older copy of one of those libraries next to the editor executable. Windows loads that copy first, so the add-on's newer one never loads and Godot says it cannot open the dynamic library. The install result names the file and what to do about it. The Steam build of the Godot editor does exactly this with GodotSteam.
  • Every regular GDScript addon installs as before.

macOS builds are Apple Silicon only

  • We no longer publish an Intel macOS build. Every Mac running Godot MCP Studio today is on Apple Silicon, so the Intel build was shipping to nobody while doubling the time each release takes to produce.
  • Apple Silicon Macs are unaffected. Nothing about the app changes for them.
  • If you need an Intel build, tell us and we will bring it back: message us through the support widget on the website, or on Discord at https://discord.gg/k4XXzEVKte

Improvements

  • The generated AGENTS.md and client rules are about half as long, with the same guidance in fewer words.
  • list_tools explains which tools a reduced profile hides and how to switch.
  • New list_game_instances tool, listed above under multiplayer testing.

More updates are on the way. Join the Discord server to follow along and tell us what you need next: https://discord.gg/k4XXzEVKte