com.IvanMurzak.Godot.MCP.Beehave
0.1.0
dotnet add package com.IvanMurzak.Godot.MCP.Beehave --version 0.1.0
NuGet\Install-Package com.IvanMurzak.Godot.MCP.Beehave -Version 0.1.0
<PackageReference Include="com.IvanMurzak.Godot.MCP.Beehave" Version="0.1.0" />
<PackageVersion Include="com.IvanMurzak.Godot.MCP.Beehave" Version="0.1.0" />
<PackageReference Include="com.IvanMurzak.Godot.MCP.Beehave" />
paket add com.IvanMurzak.Godot.MCP.Beehave --version 0.1.0
#r "nuget: com.IvanMurzak.Godot.MCP.Beehave, 0.1.0"
#:package com.IvanMurzak.Godot.MCP.Beehave@0.1.0
#addin nuget:?package=com.IvanMurzak.Godot.MCP.Beehave&version=0.1.0
#tool nuget:?package=com.IvanMurzak.Godot.MCP.Beehave&version=0.1.0
Beehave Tools
AI MCP tools for authoring Beehave behaviour trees in the Godot editor.
A source-only MCP tool extension for Godot-MCP / AI Game Developer. The package ships C# source (no compiled DLL, no bundled Godot) that compiles inside your Godot project against your own GodotSharp, so it never locks you to a Godot version.
This is an addon-dependent extension: it wraps the third-party
Beehave addon, which it does not bundle. Every editor tool is
presence-gated — when Beehave is not installed it returns a structured installed: false result with
an install hint instead of crashing.
Required prerequisite — install the Beehave addon yourself
This package drives the Beehave addon but does not ship it. Install it into your own project first:
- Install Beehave from the Godot Asset Library, or download the pinned release
v2.9.2frombitbrain/beehaveand unzip it so the addon lives ataddons/beehave/. - Enable it under Project Settings → Plugins.
Beehave is © its authors under the MIT license; this extension is not affiliated with or endorsed by it. The addon is your project's own runtime dependency — this package never vendors, downloads, or redistributes it.
Install
Requires the core godot_mcp addon and the Beehave addon
(above) in your Godot C# project.
# via the godot-cli (resolves from the shared catalog, edits your .csproj, rebuilds)
godot-cli install-extension com.IvanMurzak.Godot.MCP.Beehave
# …or add the reference manually and rebuild:
# <PackageReference Include="com.IvanMurzak.Godot.MCP.Beehave" Version="0.1.0" />
…or pick it from the Extensions dock inside the Godot editor.
After a rebuild, the extension's [AiToolType] tool families are auto-discovered — no registry edit.
Tools
| Tool | Kind | Description |
|---|---|---|
beehave-defaults |
pure-managed | Return a recommended behaviour-tree skeleton (root class, tick rate, top-level composite, leaf placeholders). Needs no addon. |
beehave-tree-create |
editor | Create a BeehaveTree root in the edited scene; optional parent/actor, enabled, tickRate. |
beehave-add-composite |
editor | Add a SelectorComposite/SequenceComposite (kind) under a tree or composite. |
beehave-add-decorator |
editor | Add an InverterDecorator/LimiterDecorator (kind) under a tree or composite. |
beehave-add-leaf |
editor | Add an ActionLeaf/ConditionLeaf (kind) scaffold under a composite/decorator. |
beehave-get |
editor (read-only) | Read a BeehaveTree's scalar config + dump its node structure. |
Every editor tool is presence-gated: when the Beehave addon is not installed it returns
{ "Installed": false, … } with an install hint instead of crashing. Leaves are abstract — the tools
scaffold the node skeleton; you attach your own GDScript implementing tick(actor, blackboard).
License: Apache-2.0 (this extension). The wrapped Beehave addon is MIT and is the consumer's own dependency.
Learn more about Target Frameworks and .NET Standard.
-
net8.0
- com.IvanMurzak.McpPlugin (>= 6.10.0)
- com.IvanMurzak.ReflectorNet (>= 5.3.1)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 0.1.0 | 347 | 6/29/2026 |