Install the dock that can compile
Two Godot MCP listings in one week is
not two extra lives. It is two
different seats. Yesterday’s Godot AI
dock is the GDScript-friendly live
editor. Today’s Godot-MCP is the Unity
twin: C#, NuGet, cloud or self-host,
screenshots, optional runtime errors.
Put the C# addon on a standard Godot
project and you do not get a smarter
agent. You get a compile error and an
afternoon of “why won’t the dock
load.”
Match three things before you prompt:
the editor edition, the language of
the jam, and the actual job. Research
and brainstorming still dominate
industry AI use. That job does not
need forty-two editor tools. Scene
edits need a dock that can see the
tree. Feel and bugs need Play — and
runtime capture that you turned on
on purpose. Reflection across every
loaded assembly is how you nerd-snipe
yourself into a broken project. Leave
it off until a screenshot proves the
small loop works.
Taste still sits with you. Jump feel,
palette, whether the HUD should exist.
The stop condition is simple: if
install plus restore took longer than
doing the one scene by hand, uninstall
and ship the handmade one. Do not
collect docks.
Checklist
-
Read the listing requirements. .NET
edition and NuGet are a no for a
GDScript-only jam.
-
One MCP this weekend. Uninstall the
other if you are just comparing GIFs.
-
Compile the addon once. If it fails,
stop prompting. You have no dock.
-
Leave runtime-errors and reflection
off until one screenshot looks like
your game.
-
If the job is research, stay in chat.
Do not launder a mood-board prompt
through the scene tree.
-
If setup costs more than the scene,
delete the addon and draw the scene.
This afternoon: check the editor
edition, install at most one dock, and
refuse the second listing until Play
has a picture.