Reported issues for Godot Agent Loop
Pod holds 10 of 10 problems reported by people outside the maintainer team. Issues filed by the project's own owners, members and collaborators are excluded entirely — a maintainer's release checklist is not a warning to a prospective user.
Back to Godot Agent Loop.
Most discussed
MCP start timeout in pi.dev
What happened?
Installed the package in pi.dev and restarted. It got stuck for a while and then got this error: Error: Godot Agent Loop failed to start: MCP error -32001: Request timed out
Steps to reproduce
- Install pi.dev package
- /reload
Relevant logs or output
My agen
Read the thread · 2026-08-20 · closed · external user · 1 comment
test(e2e): reduce MCP and Godot startup overhead with shared fixtures
Summary
The MCP-to-Godot E2E suite starts a fresh MCP server for many individual tests, and runtime tests then start a fresh Godot project as well. This provides strong isolation, but the current setup pays process startup, port allocation, project creation, and teardown costs repeatedly.
The goal is to keep isolation where it protects correctness while sharing infrastructure where state can be reset or tests can use independent subprojects.
Evidence
vitest.e2e.config.ts:14-18disa
Read the thread · 2026-08-02 · closed · 1 comment
MCP leaves a small Godot debug window open while the server runs
What happened
While the MCP server is running against a Godot project with the editor open and the Godot Agent Loop addon connected, a separate small Godot window titled godot-agent-loop-e2e-fixture (DEBUG) remains visible. It shows an otherwise empty/solid-color view and does not go away for the lifetime of the MCP session.
The screenshot shows the Godot editor behind this window with:
- Godot 4.7.1 stable on macOS
- Godot Agent Loop addon 1.1.5, protocol 2
- `Connection: Authenticated
Read the thread · 2026-08-02 · closed · 1 comment
Define structured partial-mutation recovery evidence
Define and apply the editor transaction failure-result shape in addons/godot_agent_loop/plugin.gd consistently with the repository's MCP/tool response conventions. Any failure where restoration is not proven must return state: "partial_mutation", with evidence identifying each failed restoration step, the relevant scene path, and whether the committed undo action was recorded and invoked. Cover
Read the thread · 2026-08-25 · open · 0 comments
Document runtime port configuration and multi-instance semantics
Update the README environment-variable table and relevant real-engine test documentation to list GODOT_MCP_RUNTIME_PORT. Explain that it overrides the runtime port, that the integration/E2E harnesses should allocate isolated ports automatically, and that each concurrently running Godot/MCP instance must use a distinct port. Document the expected behavior when the chosen port is occupied, includi
Read the thread · 2026-08-24 · open · 0 comments
Fail integration runs clearly when the selected runtime port is occupied
Implement and test an end-to-end startup ownership check for the real-engine integration path. When the Godot runtime cannot bind the selected GODOT_MCP_RUNTIME_PORT because another process owns it, terminate the runtime and integration run promptly, propagate a non-success status to the runner/client, and report a clear error naming the selected port and explaining that it is already owned. Do not
Read the thread · 2026-08-24 · open · 0 comments
[security] Clarify the privilege boundary and sanitize Godot child environments
Problem
The documented privilege groups are presented as keeping dangerous capabilities off by default, but they only gate eight runtime RPC commands. The default surface still includes write_file, create_script, and run_project, so a project can execute arbitrary GDScript without enabling the code-execution group.
Launched Godot processes also inherit the MCP server's full environment. Project code can read any credential present in that environment, access user-readable files, and
Read the thread · 2026-08-03 · closed · 0 comments
test(godot): consolidate overlapping authoring coverage and tier acceptance suites
Summary
The real-engine coverage is valuable, but several layers currently prove the same authoring and validation behavior through different seams. Some of the duplicated work can be removed or narrowed without weakening the contract that matters: direct GDScript behavior, full MCP transport behavior, persistence, and cleanup should each have an intentional owner.
The expensive acceptance workflows should also be separated from the ordinary pull-request smoke path.
Evidence
Author
Read the thread · 2026-08-02 · closed · 0 comments
Most recent
Add headless mode for persistent authoring sessions
Problem
Scene and resource tool calls can open an empty Godot debug window on the user's desktop. On macOS, the window uses the project title, for example Flappy Cat (DEBUG), and shows a blank gray view.
This can look like it happens when an agent connects to the MCP, but the connection itself does not launch Godot. The window appears when the first tool backed by the persistent authoring session runs, such as read_scene, add_node, or manage_resource.
It can appear many times durin
Read the thread · 2026-07-19 · closed · 0 comments
fix: exclude MCP-owned transient bridge files from project integrity scans
Summary
analyze_project_integrity scans the transient runtime bridge installed by Godot Agent Loop during detached authoring. It then reports dependencies, broken references, and cycles from those MCP-owned files as if they belonged to the user's project.
This makes a clean project appear damaged during the normal author → validate → inspect workflow.
Environment
- Godot Agent Loop 1.1.2, source checkout at
6c033e8 - Godot 4.7.1 stable on macOS
- Core surface, default privileges
Read the thread · 2026-07-19 · closed · 0 comments
The remaining reports are on the project's issue tracker.