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Godot Runtime Bridge (GRB)

Agentic game development and runtime automation for Godot 4.5+

GRB lets you build, test, and debug your Godot game entirely via prompting — no need to work in the editor. Works with any Godot 4.5+ project. A TCP debug server and MCP bridge connects Cursor (and Claude Code) to your running game: you describe what you want, the agent launches the game, observes it, edits code, and verifies.


  • Launch the game, observe what’s on screen (screenshots, scene tree, properties), control it (click, type, navigate), and edit source files based on what it sees
  • Report bugs — visual glitches, UI clipping, missing elements, logic issues
  • Run QA missions — automated test loops that navigate rooms, capture screenshots, perform perceptual diffs, and produce ticket-ready reports
  • Profile performance — FPS, draw calls, memory usage
  • Inspect state — audio buses, network status, custom game commands

Commands are organized into capability tiers by risk level:

TierLevelCommands
0Observeping, auth_info, capabilities, screenshot, scene_tree, get_property, runtime_info, get_errors, wait_for, audio_state, network_state, grb_performance, find_nodes
1Inputclick, key, press_button, drag, scroll, gesture, gamepad
2Controlset_property, call_method, quit, run_custom_command
3Dangereval

VariableDefaultDescription
GDRB_TOKEN(none)Auth token. Enables the server. Auto-generates if GODOT_DEBUG_SERVER=1
GDRB_PORT0 (random)TCP port. Set for deterministic setups
GDRB_TIER1Max session tier (0–3)
GDRB_INPUT_MODEsyntheticsynthetic (no OS cursor movement) or os (moves real cursor)
GDRB_FORCE_WINDOWED(none)Set to 1 to enforce windowed mode at startup
GDRB_ENABLE_DANGER(none)Set to 1 to allow eval. Also requires tier 3
GODOT_DEBUG_SERVER(none)Legacy activation. Set to 1 to enable

The bridge is designed with security-first defaults:

  • Off by default — does nothing without activation env vars
  • Localhost only — binds to 127.0.0.1, never exposed to network
  • Random port — OS-assigned by default, prevents predictable port attacks
  • Token auth — every command requires a valid token
  • Capability tiers — commands grouped by risk (observe / input / control / danger)
  • eval disabled by default — requires two explicit opt-ins

By default (GDRB_INPUT_MODE=synthetic), all input commands inject Godot InputEvent objects without touching the OS cursor. Real mouse and keyboard events from your hardware are blocked from reaching game nodes entirely — the bridge intercepts them at the viewport level so only GRB-injected events get through.

Your mouse and keyboard remain yours.


The server is completely inert without activation environment variables. No TCP server, no port, no overhead. Safe to ship in production builds without removing the addon.