# AI Beehave — Godot Extension

AI Beehave (com.IvanMurzak.Godot.MCP.Beehave) — Behaviour-tree scaffolding for the Beehave addon — create a BeehaveTree on an actor, add selector/sequence composites and action/condition leaves, and dump a tree’s structure. A 5-tool AI Game Developer extension for Godot.

_Last updated: 2026-06-17_

## At a glance

| Field | Value |
| --- | --- |
| Tools added | 5 |
| Version | 0.1.0 |
| Package id | com.IvanMurzak.Godot.MCP.Beehave |
| Engine | Godot · Godot 4.3+ |
| Base plugin | godot_mcp |
| Wraps | Beehave (addon) |
| Repository | https://github.com/IvanMurzak/Godot-AI-Beehave |
| Tool id prefix | beehave- |

## Install

Requires the base plugin godot_mcp. After installing, reopen the editor so the new tool family appears in the agent's list.

```bash
godot-cli install-extension com.IvanMurzak.Godot.MCP.Beehave
```

## When to ask the AI for it

Ask when you want to scaffold enemy/NPC AI as a Beehave behaviour tree before attaching your own behaviour scripts.

Not sure if it's installed? Ask the agent "Do you have Beehave tools available?" — the beehave- tools only exist when the package is present.

## Example prompts

1. Create a BeehaveTree under the Enemy node with a Selector composite and an Action leaf.
2. Show me the structure of the Enemy behaviour tree.

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Source (HTML): https://ai-game.dev/docs/extensions/godot/beehave
