A side-by-side look at the Godot MCP and FiveM MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Godot MCP for gaming work as a local process; choose FiveM MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
GODOT_PATH, DEBUG.launch_editor, run_project, get_debug_output.status, server_info, server_command.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 67/100 · Great | 64/100 · Good |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | No auth required | Not declared |
| Pricing | Free | Not declared |
| Required env vars | GODOT_PATHDEBUG | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 6,210 | 16 |
| Directory activity | 8 views 0 installs 0 upvotes | 3 views 0 installs 0 upvotes |
| Tools | 14 | 23 |
| Full listing | View Godot MCP | View FiveM MCP |
launch_editorLaunch Godot editor for a specific projectrun_projectRun the Godot project and capture outputget_debug_outputGet the current debug output and errorsstop_projectStop the currently running Godot projectget_godot_versionGet the installed Godot versionlist_projectsList Godot projects in a directoryget_project_infoRetrieve metadata about a Godot projectcreate_sceneCreate a new Godot scene fileadd_nodeAdd a node to an existing sceneload_spriteLoad a sprite into a Sprite2D nodeexport_mesh_libraryExport a scene as a MeshLibrary resourcesave_sceneSave changes to a scene filestatusReport RCON configuration for the server, the devcon connection to the FiveM client console, and the server log-file tailer. Call this first.server_infoAsk the server's getinfo out-of-band endpoint: hostname, players online, max clients, protocol, game build. Works without rcon_password; use it to confirm which server you are pointed at.server_commandExecute a command on the server console over UDP RCON (any command the console accepts: ensure/stop/restart, convars, registered commands). The reply carries the command's captured console output. Needs `rcon_password` on the server and FIVEM_RCON_PASSWORD here; rate-limited server-side (~5 burst).client_commandType a LOCAL console command into the running Legacy client's F8 console over devcon — no screen focus needed, nothing is typed into the game window. This is the process's console context (connect, quit, tooling commands), NOT the chat command layer: commands registered with RegisterCommand are chat commands and live in a different system (run them through server_command, which has console privileges, or drive the chat UI with the M2 input tools). Waits until output goes quiet and returns the lines the client console printed.read_consoleReturn recent console lines without running anything. For 'client', reads the devcon line buffer (live from the moment this server first connected; supports afterSeq paging). For 'server', tails FIVEM_SERVER_LOG (FXServer's redirected stdout) — the last 512 KB, filtered; afterSeq is not supported there.wait_for_consoleBlock until a line matching a regex appears. 'client' watches the live devcon stream; 'server' polls FIVEM_SERVER_LOG for newly written lines (only lines appended after the call count). Use after a fire-and-forget command, to watch for a resource's startup banner, an error, or a scripted RESULT: line.list_commandsThe devcon handshake streams every command the client console knows (CVAR frames). For server commands, run 'help' through server_command instead. Filter with a case-insensitive substring.launchLaunch FiveM, optionally straight into a server via the fivem://connect link. Default target is the configured game port. Returns immediately — watch window_status/client_command to see when the game is up.quit_gameGraceful path: prints 'quit' to the client console over devcon and waits for the game to close (nothing is typed into the window). force: true kills the FiveM process tree instead — use it only when the game is wedged.window_statusWhether the FiveM game window exists, its title/pid, on-screen rect, and whether it is the foreground window. Input/screenshot tools focus it automatically.focus_windowRestores/minimizes-out if needed and steals foreground (remembering the previous window for restore_focus). Every input/screenshot tool calls this automatically.restore_focusReturns foreground to whatever window was focused before this tool focused the game.Paste either block (or both) into your client config, e.g. claude_desktop_config.json or ~/.cursor/mcp.json. We only show a config when the install command is confirmed.
{
"mcpServers": {
"coding-solo-godot-mcp": {
"command": "npx",
"args": [
"-y",
"@coding-solo/godot-mcp"
],
"env": {
"GODOT_PATH": "YOUR_GODOT_PATH_HERE",
"DEBUG": "YOUR_DEBUG_HERE"
}
}
}
}
{
"mcpServers": {
"fivem-mcp": {
"command": "npx",
"args": [
"-y",
"fivem-mcp-server"
]
}
}
}