When trying to manipulate a project with C# scripting via Claude Code, it reported the following issues:
The Godot MCP runs in headless --script mode which doesn't load the .NET assembly, so it can't resolve C# script types and silently strips them on save. Lesson: don't use MCP add_node on scenes with C# scripts attached — it will eat them every time. The .tscn files I wrote are correct; they just can't be poked by MCP after the script is attached.
Is this a known limitation or am I using the MCP server wrong?
When trying to manipulate a project with C# scripting via Claude Code, it reported the following issues:
Is this a known limitation or am I using the MCP server wrong?