Skip to main content

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 subprocess service (not the sandboxed shell executor), so Godot can write its user:// files without the DSH file sandbox killing it (see Pitfalls).
  • DeepSeek Harness (a session with a host runtime)
  • node on PATH
  • node -e argv: with node -e <script> <cmd> <json>, extra args land at process.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