Filbert Games Filbert Games defold-mcp

MCP server · Defold 1.13

Files the editor actually opens

Defold resources are protobuf with strict DDF schemas. This server writes them through the engine's own schemas, validated before the write.

No build yet Private beta

Private beta — repository access is with the studio.

Why

Two problems, not one

Files it rejects

Inside embedded_components, nested protobuf is escaped as string literals — and at the second level the escaping composes with itself. One missing required field and the file will not open.

An editor that isn't looking

There is no live file watch. The editor diffs a snapshot when its window regains focus — so a correct file stays invisible until someone clicks.

The format has a machine-readable definition — 52 .proto files in the engine repo, fetched at the same SHA as your installed Defold.

142/142

real project files round-trip byte for byte

940

resources validate with zero false reports

bob

a generated collection builds with the real toolchain

Working today

Eight tools

The documentation half is the useful one right now: real signatures instead of invented ones.

defold_api_search
ranked search over the engine's API
defold_api_doc
one element, or a namespace index
defold_manual
a manual by name, section by section
defold_doctor
diagnosis that works when nothing else does
defold_project_info
what a project contains
defold_version
installed Defold version and SHA
defold_config_get
config, with where each value came from
defold_config_set
config writes, confirmed

Next

In progress

Authoring

Collections, game objects, atlases, tilemaps and GUI — through the same schemas.

Build & run

bob with structured diagnostics, engine launch, hot reload into a live game.

Editor bridge

Changes land in the editor's own graph — visible at once, undone with Ctrl+Z.