How to use godot-bridge
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.
This article is auto-derived from indexed fields (wiki / faq / compatibility_json), not freshly AI-generated.
This article is derived from the plugin's already-indexed fields (wiki / faq / compatibility_json / readme), not freshly generated by AI. Source field is noted at the end of each section.
Quick start
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.
— source: plugins.ai_summary
Install & verify
dsh plugin --profile web add github:Smalldy/godot-bridge
Run the command above in your DSH Web Profile. Then enable the plugin in the plugin list.
— source: plugins.install
Key points
- The in-game protocol (
{command, params, id}+ newline) is identical to godot-mcp, so the game side and any existing workflows keep working. - Spawning uses the harness's raw
subprocessservice (not the sandboxed shell executor), so Godot can write itsuser://files without the DSH file sandbox killing it (see Pitfalls). - DeepSeek Harness (a session with a host runtime)
nodeon PATHnode -eargv: withnode -e <script> <cmd> <json>, extra args land atprocess.argv[1]/[2](not[2]/[3]).
— source: plugin_wiki.readme_en (fallback readme_raw)
Pitfalls
Review the upstream repo before installing. This guide is auto-derived from indexed fields and may lag the latest release. If anything contradicts the official docs, treat the upstream source as authoritative.
— source: general rule