DSH (DeepSeek Harness) plugin that launches and drives a running Godot 4.x game through its in-game TCP interaction server — replaces the godot-mcp MCP server with native agent tools.
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 MCP server with first-class agent tools.
No MCP protocol, no Python server, no editor addon. The game side is untouched: McpInteractionServer (the mcpinteractionserver.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.
Tool Replaces (godot-mcp) Purpose --- --- --- godotrunproject runproject Launch the project in debug mode (godot -d --path …), wait for port 9090 godotstopproject stopproject Terminate the game process (tree-scoped kill) godotgetdebugoutput getdebugoutput Incremental stdout/stderr of the launched process godotcommand all game (~130) Send any interaction-server command: getscenetree, getuielements, eval, get/setproperty, callmethod, click, keypress, screenshot, raycast, serializestate, ui, … godotscreenshot gamescreenshot Viewport capture as base64 PNG godotping — Probe whether the game answers on 9090 (also reports installed/latest plugin version) godotheadlessop readscene, modifyscenenode, removescenenode, attachscript, createresource, savescene, createscene, addnode, getuid, managescenesignals, … Headless static operations (godot --headless --script godotoperations.gd): 16 ops, no running game needed godotvalidatescript validatescript Headless GDScript compile-check via validatescript.gd → {valid, errors} godotsetprojectsetting modifyprojectsettings, setmainscene, managelayers, manageplugins, manage
From the project README.
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