{
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  "Slug": "godot-mcp-3",
  "Name": "Godot MCP",
  "CanonicalUrl": "https://askpod.ai/mcp/godot-mcp-3/issues",
  "ServerUrl": "https://askpod.ai/mcp/godot-mcp-3",
  "IssueTotal": 12,
  "Held": 12,
  "Issues": [
    {
      "Title": "Possible fix(deps): 9 vulnerable dependencies in package-lock.json",
      "Excerpt": "This might be a false positive, but `server/package-lock.json` around line 1987 looked worth a second pair of eyes.\n\nThe project uses fast-uri 3.1.0, which is vulnerable to CVE-2026-13676. The library fails to correctly canonicalize Unicode (IDN) hostnames, allowing an attacker to craft URLs that bypass host‑based security checks (e.g., deny‑lists, loopback filters) when the URL is later parsed by Node's native URL or fetch APIs. This can lead to unauthorized redirects, proxy abuse, or access to",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/377",
      "PublishedAt": "2026-08-26T05:31:33.000Z",
      "State": "open",
      "Comments": 0,
      "Reporter": "External",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "save_scene: explicit scene_path writes active tab's content to the given path (content/target mismatch)",
      "Excerpt": "Version: godot-mcp-v4.1.0 (source build)\n\nThe `godot_scene` tool's `save` action resolves its target from the\ncaller's `scene_path` parameter, but always packs the editor's currently\nactive scene (`EditorInterface.get_edited_scene_root()` in\nscene_commands.gd's save_scene). There is no check that the resolved path\nbelongs to the active scene.\n\nResult: calling save with an explicit `scene_path` that is not the active\ntab's own file silently overwrites the target file with the active\nscene's conte",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/346",
      "PublishedAt": "2026-08-23T00:43:14.000Z",
      "State": "closed",
      "Comments": 1,
      "Reporter": "External",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "Tools not exposed when Godot connection fails at startup; no diagnostic surfaced to user",
      "Excerpt": "**Environment:** WSL2 (Claude Code running in WSL) + Godot running on Windows\n\n**What happened:**\n\n1. The MCP server started (via `npx`) at Claude Code session launch with Godot in **Localhost** bind mode (`127.0.0.1:6550`)\n2. From WSL, `127.0.0.1` does not reach the Windows host — connection to Godot failed silently\n3. The MCP server started successfully (it responded to MCP protocol calls, e.g. resource listing), but **registered zero tools** with the client\n4. Claude Code showed no `godot-mcp",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/319",
      "PublishedAt": "2026-06-13T02:16:36.000Z",
      "State": "closed",
      "Comments": 1,
      "Reporter": "External",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "MCP server instances replace each other when multiple agents connect",
      "Excerpt": "(written by GPT 5.5 in codex)\nit appears to use a single active connection to the Godot editor bridge. When another MCP server instance connects to the same Godot editor, the previous instance becomes permanently unusable in its host session and reports:\n\n```text\nError: Not connected to Godot\nStatus: Another MCP server connected and replaced this one\nSuggestion: This server is no longer active. Restart it or close this session.\n```\n\nThis is especially easy to trigger in agent workflows where sub",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/237",
      "PublishedAt": "2026-06-06T12:19:36.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "External",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "On Windows, Godot MCP server does not shut down after claude exits",
      "Excerpt": "On Windows, I've configured the `.mpc.json` in Claude Code as per instructions:\n\n```\n\"godot-mcp\": {\n      \"command\": \"npx\",\n      \"args\": [\"-y\", \"@satelliteoflove/godot-mcp\"]\n    }\n```\n\nThe MCP server starts up successfully, and I confirm it connects to the plugin in Godot.\n\nWhen I close `claude`, or reconnect to the MCP, the existing server continues running in the background. A second copy of the server is spawned, and attempts to connect to the Godot plugin, and fails:\n\n```\n[godot-mcp] TCP co",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/157",
      "PublishedAt": "2026-03-08T10:44:00.000Z",
      "State": "closed",
      "Comments": 4,
      "Reporter": "External",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Feature: Integration Test Harness for End-to-End, Tool, and Performance Testing",
      "Excerpt": "Description:\n\nIt would be great to have an integration test harness for godot-mcp to enable testing beyond unit-level coverage and better reflect real-world usage.\n\nPotential scope:\n\t•\tEnd-to-end / full-flow tests (Godot ↔ MCP ↔ client)\n\t•\tTool invocation tests (schema validation, inputs/outputs, error handling)\n\t•\tAgentic / natural use-case flows (multi-step tool calling, realistic agent behavior)\n\t•\tRegression tests for previously fixed bugs\n\t•\tPerformance tests with metrics and statistics (la",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/134",
      "PublishedAt": "2026-01-28T21:51:49.000Z",
      "State": "closed",
      "Comments": 3,
      "Reporter": "Contributor",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Feature: Bidirectional Console Logging & Audit Trail",
      "Excerpt": "## Overview\nImplement bidirectional console/logging integration between Godot and MCP server, with comprehensive audit trails including correlation IDs, timestamps, and user identifiers.\n\n## Motivation\n\n### 🔍 Primary Goal: Visibility & Auditability\nCurrently, there's a disconnect between Godot's console output and MCP server operations:\n- **Godot console messages** (print statements, errors, warnings) are invisible to MCP clients\n- **MCP tool executions** are invisible in Godot's console/logs\n- ",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/126",
      "PublishedAt": "2026-01-28T07:31:31.000Z",
      "State": "closed",
      "Comments": 4,
      "Reporter": "Contributor",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Feature: Daemon + IPC Architecture with Interactive CLI",
      "Excerpt": "## Overview\nAdd daemon process management and IPC (Inter-Process Communication) architecture to godot-mcp, enabling persistent background connections and multiple client modes.\n\n## Motivation\n\n### 🚀 Primary Goal: Performance Through Persistent Connections\nThe **key improvement** is keeping the Godot WebSocket connection alive between MCP client requests. Without a daemon, each MCP request requires:\n1. Starting a new process\n2. Establishing WebSocket connection to Godot\n3. Executing the request\n4",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/125",
      "PublishedAt": "2026-01-28T07:06:04.000Z",
      "State": "closed",
      "Comments": 4,
      "Reporter": "Contributor",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "README.md MCP config guide update for VSCode GH Copilot, GH Copilot and/or generic guide",
      "Excerpt": "## Problem Statement\nThe godot-mcp server currently only documents configuration for Claude Desktop and Claude Code. Users of other MCP clients (VSCode with GitHub Copilot, GitHub Copilot CLI, and potentially other MCP clients) need clear documentation and configuration examples to use the server.\n\n## Proposed Approach\nExpand the README.md to include configuration instructions for VSCode and GitHub Copilot CLI, following the existing pattern used for Claude Desktop and Claude Code. Alternatively",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/124",
      "PublishedAt": "2026-01-28T06:40:33.000Z",
      "State": "closed",
      "Comments": 4,
      "Reporter": "Contributor",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Feature: Godot MCP Plugin Module System",
      "Excerpt": "# Godot MCP Plugin Module System Implementation Plan\n\n## Problem Statement\nThe current Godot MCP plugin is monolithic - all components are loaded in `plugin.gd` and a crash in any component brings down the entire plugin. During development and usage of the MCP system, errors in command handlers, WebSocket issues, or connection problems require a full plugin restart, which is disruptive and time-consuming.\n\n## Proposed Solution\nRefactor the plugin into a slim, robust core (`plugin.gd`) that dynam",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/123",
      "PublishedAt": "2026-01-28T06:33:30.000Z",
      "State": "closed",
      "Comments": 4,
      "Reporter": "Contributor",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Websocket instability: \"awaiting WebSocket handshake\"",
      "Excerpt": "I'm running into stability issues that seem to be coming from the websocket connection between the MCP server and the Godot addon. While the tool calls do occasionally function, many simply return with:\n\n`Error:\nError: Not connected to Godot` \n\nfrom my MCP client (Cline).\n\nI'm also noticing a lot of log events on the Godot side where the plugin initializes, sees a tcp connection and first websocket connection, but then seems to keep failing or resetting after that.\n\nGodot Output Console: \n\n> [go",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/74",
      "PublishedAt": "2026-01-06T18:14:34.000Z",
      "State": "closed",
      "Comments": 10,
      "Reporter": "External",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Error when using claude opus 4.5 in google antigravity",
      "Excerpt": "When i ask \"What is the current scene in godot?\" with model  claude opus 4.5 im receiving error: Agent terminated due to error\nYou can prompt the model to try again or start a new conversation if the error persists.\nSee our [troubleshooting guide](https://antigravity.google/support) for more help.\n\nBut when i change my model to gemini 3 pro (high) its works correctly",
      "SourceUrl": "https://github.com/satelliteoflove/godot-mcp/issues/24",
      "PublishedAt": "2025-12-21T23:30:54.000Z",
      "State": "closed",
      "Comments": 2,
      "Reporter": "External",
      "Rank": "top",
      "Extractor": "github_issue"
    }
  ],
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      "12 problems reported from outside the maintainer team",
      "No tool list published — Pod has not verified what it exposes",
      "If you use Godot MCP, write down what actually happened so the next agent pays less"
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