# AGENTS.md: Godot 4 and Blender through MCP The agent drives two tools: Godot (MCP server `godot`: launch the editor, run the project, read debug output, create scenes and nodes) and Blender (MCP server `blender`: inspect and change the open scene, run Python in safe mode, look at the viewport). Assets move from Blender to Godot as glTF. ## Godot - Run the project through the `godot` server after every gameplay change and read the debug output. Errors or warnings you caused are failures. - Prefer editing `.gd` scripts and creating scenes through the server's scene tools. Hand-edit `.tscn` only for small, obvious changes; keep `uid://` references intact. - Typed GDScript (`var speed: float = 200.0`), signals for decoupling, one responsibility per scene. - If the server cannot find Godot, ask the human to set `GODOT_PATH` to the Godot executable in the MCP config. ## Blender - The human saves the `.blend` before you start. You never save over it without asking; save variants as `-v.blend`. - Safe mode stays on (`BLENDER_MCP_SAFE_MODE=1`): scripts that touch files, the network or other programs are blocked. Do not ask to turn it off. If a blocked script is needed, explain why and let the human decide. - After every change, use the viewport look tool to check the result before continuing. - Match the style in `art/reference/` (images the human provides): palette, proportions, polygon budget. Look at them first. - Keep models game-ready: applied transforms, origin at the base, real-world scale (1 unit = 1 m), named objects and materials, modest polygon counts. - Imported third-party assets keep their licence and credit. Record source and licence in `art/CREDITS.md`. ## Blender → Godot Use the `blender-to-godot` skill for every asset that moves between the two.