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Changelog

Every update, in order

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

Gameplay tools and safer setup

LatestNewToolsImproved

July 13, 2026

Better raycast testing, clearer Godot errors, safer Windows setup, and new guides for controllers, combat, navigation, and animation. 268 tools.

Build and test gameplay

  • game_raycast_3d lets agents test hitscan weapons, bullet paths, and line of sight against the running game's physics world.
  • game_call_method handles lists of values more reliably, including numeric arguments.
  • list_tools makes all 268 tools searchable, so agents can find the right tool without guessing its name.

Better Godot results

  • New character-controller guidance covers movement, jumping, mouse look, slopes, collisions, and repeatable play-tests.
  • New combat guidance covers hitscan weapons, physical projectiles, damage, tracers, impacts, and blocked targets.
  • New navigation guidance covers pathfinding, pursuit, patrols, and obstacle avoidance.
  • New animation guidance covers state machines, blending, transitions, root motion, and gameplay-driven animation.
  • Project instructions now point each AI client to the right guide for the task and keep advice appropriate for GDScript or C#.

Setup and debugging

  • Prices and active discounts now refresh automatically, so an expired offer is not left on the site.
  • Debugger results now include timestamps, source locations, and call stacks, with filters that make the useful errors easier to find.
  • Script checks are more accurate and avoid false duplicate-class warnings.
  • Windows setup protects existing AI-client configuration and creates a backup before making changes.
  • The Windows installer now has Godot MCP Studio artwork, the correct app icon, and a Start Menu folder.
  • Public pages now clearly label the current release as an early build while Windows and macOS signing is in progress.
  • New scene-bridge and permission artwork makes the site easier to scan without distracting from the product.

Build 7TQ4WN

NewToolsImproved

July 12, 2026

The AI can now play-test like a player, and audit like a lead. Timed input combos, clicking menus by text, input recording and replay, screenshot diffs, project-wide refactors, and dead-asset detection. 265 tools.

Play-testing

The running game grew a full verification loop, so an agent can build a feature, play it, and prove it works in one session. Everything here is real simulated input and live state reads; nothing writes game code.

  • game_simulate_sequence runs timed multi-step input: combos, move-then-jump chains, and menu flows, with per-step hold and delay timing plus wait steps.
  • game_find_ui maps every clickable control on screen (buttons, inputs, sliders) with text, position, and state. game_click_ui then presses a button by its visible text through a real mouse press and release.
  • game_wait_for_node syncs on spawns, scene changes, and opening UI before asserting, and game_assert_property turns property checks into pass/fail results (eq, gt, contains, and friends).
  • game_start_input_recording and game_stop_input_recording capture a real play session with timestamps; game_replay_input reruns it with the original timing as a regression test.

Depth for particles, navigation, and audio

  • set_particle_color_ramp gives particles a serialized color-over-lifetime gradient, and set_particle_process now controls direction, spread, velocity ranges, and emission shapes. The VFX presets gain rain and snow, and get_particle_info reports the full material configuration.
  • set_navigation_layers manages navigation and avoidance bitmasks on regions, agents, links, and obstacles, accepting layer numbers or raw masks.
  • get_audio_info audits every audio player in a subtree: stream, bus (flagging buses that don't exist), volume, and autoplay.

Analysis and refactoring

  • find_unused_resources finds assets, scenes, and resources that nothing references, and detect_circular_dependencies finds dependency cycles between scenes and resources. Both work with the editor closed.
  • diff_images compares two captures pixel by pixel: changed ratio, the changed region's bounding box, and an optional saved diff mask.
  • batch_get_properties reads the same properties from many nodes in one call, and set_property_across_scenes applies a property change to every matching node across every saved scene (open scenes are skipped and reported).

Updates

  • The update feed now picks the highest version among published releases instead of the most recently created one, so a hotfix published for an older line can never be served as the latest build. Patch and hotfix releases (1.2.1 style) flow through the auto-updater like any other update.
  • The license terms spell out versioning: every v1.x release is included whatever its shape, and if a paid v2 ever ships, v1.x owners get discounted upgrade pricing while v1.x keeps receiving fixes through a transition period.
  • Agent workflow rules teach the new play-testing loop and the analysis tools, and the generated tool listing now covers all 265 tools.

Development update: Editor-native authoring

ImprovedFixTools

July 12, 2026

Visual work now stays in Godot scenes and resources. UI, textures, materials, minimaps, day and night cycles, and signal wiring are visible and editable before Play.

This is a development update, not a release.

Fixes

  • Day and night cycles now use a serialized AnimationPlayer instead of a generated process script.
  • Minimap rigs now use SubViewport, Camera3D, and RemoteTransform3D nodes instead of a generated follow script.
  • Texture and material assignments now store real Godot resource references and participate in editor undo.
  • Generated menu scenes now save their button and settings signal connections correctly.
  • The demo HUD no longer creates labels, anchors, or theme overrides in _ready(). Its complete layout and styling are stored in the scene.

Updates

  • Agent rules now require UI, themes, icons, fonts, textures, materials, lights, environments, collision, and navigation to be visible in the editor before Play.
  • Animation, cinematics, skeletons, rigging, kinematics, physics, particles, shaders, and audio now have the same editor-native requirement.
  • Scripts are reserved for behavior that cannot be represented by nodes, resources, signals, animation tracks, or project settings.
  • Gemini CLI, Windsurf, and Antigravity now receive native project instruction files alongside Codex, Claude Code, Cursor, Cline, and GitHub Copilot.
  • Agent rules are now installed as focused files per topic (project context, MCP workflow, safety, and Godot patterns) instead of one combined document, for clients with a rules directory.
  • New Godot pattern rules teach agents production architecture and GDScript habits: composition with signals, state machines, autoload discipline, resource-based data, object pooling, and allocation-free hot paths. C# projects receive the architecture rules without the GDScript-specific ones.
  • New agent skills ship alongside the rules: godot-patterns (game systems and GDScript performance) and godot-ui (Control-based screens, themes, and focus navigation). Claude Code receives them in .claude/skills/, and agent-standard clients like Codex and Antigravity in .agents/skills/, so agents load the right playbook on demand.
  • Desktop rule setup is grouped by agent, so one choice installs the complete ruleset for that client.
  • Runtime tools are verification tools. They do not replace saved editor changes.
  • Menu builders remain optional starter scaffolds. Their scene trees are editable, and their visual design can be replaced when a game has a defined art direction.

Additions

  • assign_theme applies an external Theme resource to a Control through editor undo.
  • set_control_icon assigns imported textures to button icons with serialized alignment and sizing options.
  • set_control_style and font assignment now use Godot editor undo.

Build 4D7QH3

NewTools

July 12, 2026

Third-person cameras, collision from any mesh, global illumination, shape casts, and import controls. Plus AI rules files that always match the shipped tools.

What's new

Six new tools (221 to 226)

  • add_spring_arm: a SpringArm3D camera boom with an optional Camera3D child. The third-person camera in one call.
  • add_mesh_collision: generate trimesh or convex collision for any MeshInstance3D, including imported glTF/FBX models.
  • add_global_illumination: VoxelGI (realtime) or LightmapGI (baked) for bounced light.
  • add_shape_cast: thick raycasts for melee sweeps and ground checks, 2D and 3D.
  • set_import_options: change an asset's import parameters and reimport, like making a WAV loop.
  • add_polygon_2d fill shapes joined the catalog earlier today.

Improvements

  • The AI rules files (AGENTS.md, CLAUDE.md, Cursor rules, Cline rules, Copilot instructions)

are now generated from the server source, so they always list every tool the binary ships and

can never drift out of date.

  • The "How to work" guidance in those files got a full rewrite: discover the API instead of

guessing it, build with one-call tools, pass vectors as JSON arrays, and verify changes by

actually playing the game.

  • Buying now goes through a clear agree-to-terms step before checkout.

Builds carry unique ids until release; semantic versioning starts at 0.1.0.

Build 3M2WE9

NewTools

July 12, 2026

Twenty new tools for making games look, sound, and feel right. Sprite-sheet animation, shader and material presets, terrain, prop scattering, skeleton rigs, and audio effects. The addon now updates itself.

What's new

Creative tools

  • add_sprite_frames: cut a sprite sheet into named animations on an AnimatedSprite2D in one call.
  • add_shader_preset: ready-made 2D shaders (outline, flash, dissolve, scroll, grayscale, wave).
  • create_material_preset: one-word materials (metal, chrome, plastic, rubber, glass, emissive, toon, unshaded).
  • add_text_mesh: 3D text with size, depth, and color.
  • create_terrain: noise-displaced terrain with optional collision, from a seed.
  • set_csg_operation: carve and combine level geometry (union, subtraction, intersection).

Worldbuilding

  • scatter_multimesh: hundreds of trees, rocks, or props in one node, from a seed.
  • add_polygon_2d and add_collision_polygon: draw shapes and their colliders from points.
  • add_navigation_link and add_navigation_obstacle: jumps, ladders, and things agents route around.
  • create_audio_randomizer: pitch- and volume-varied sound effects that never repeat.
  • rename_animation.

Editor workflow (201 to 221 tools)

  • create_skeleton, add_bone, set_bone_rest: build and edit Skeleton3D rigs bone by bone.
  • replace_node_type: the editor's Change Type. Swap a node's class and keep children, groups, and compatible properties.
  • set_unique_name: mark nodes for %Name access from scripts.
  • set_physics_material: friction and bounce for ice, rubber, and game feel.
  • add_bus_effect: reverb, delay, distortion, compressor, and more on any audio bus.

Automatic addon updates

The desktop app now refreshes the editor addon in your project whenever it ships

a newer version. Update the app and every project gets the new tools on open,

with no manual reinstall.

Improvements

  • One-click client setup now covers Antigravity, Cline, Roo Code, and Windsurf.
  • In-app updates authenticate with your license, so downloads work without a

browser session.

  • This changelog loads entries in pages, so it stays fast as updates pile up.