A side-by-side look at the Godot MCP Runtime and Glade 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 Runtime for gaming work as a local process; choose Glade MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
launch_editor, run_project, attach_project.request_user_input, get_session_summary, think.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 69/100 · Great | 61/100 · 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 | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 93 | 214 |
| Directory activity | 4 views 0 installs 0 upvotes | 1 views 0 installs 0 upvotes |
| Tools | 39 | 97 |
| Full listing | View Godot MCP Runtime | View Glade MCP |
launch_editorOpen the Godot editor GUI for a project for the human user. Use only when the user explicitly asks to "open the editor"; for any agent-driven work, use the headless scene/node tools (add_node, set_node_properties, etc.) instead - the editor cannot be controlled programmatically. Returns plain-text confirmation after spawning the editor process. Errors if projectPath has no project.godot.run_projectSpawn a Godot project as a child process with stdout/stderr captured. Required before take_screenshot, simulate_input, get_ui_elements, run_script, or get_debug_output. Set profiling: true at launch to enable the profiler tools. Use attach_project for one you launched yourself. Verifies MCP bridge readiness before returning success. Returns status with the assigned bridge port. Call stop_project when done. Errors if projectPath is not a Godot project or another session is already active.attach_projectInject the MCP bridge into a Godot process you launch yourself, then wait up to 20s for the bridge to start listening and up to 45s total once it has, so a large project's cold start is absorbed; a port that listens but answers no ping gives up sooner. Call BEFORE Godot launches - Godot reads autoloads only at process start, so a late call returns "bridge did not respond." Recommended pattern: kick off the Godot launch in parallel with this call so the wait absorbs startup. Prefer run_project unless MCP must not spawn Godot. Only one attach session is supported per project at a time (attach mode has no env-var channel, so port and token must be baked into the one shared script); a second attach_project on a project another session already attached to is refused, naming that session. Returns plain-text status with the resolved bridge port. Call detach_project or stop_project when done.detach_projectClear attached-mode runtime state and remove the injected McpBridge autoload. Does NOT stop the manually launched Godot process - that stays running. Use after attach_project when you are done driving the game from MCP. For spawned sessions (run_project), use stop_project instead. Mostly optional now: when the bridge disconnects (you closed Godot), the next runtime tool call probes once and ends the attached session itself, removing the autoload. Calling it afterwards still succeeds idempotently, wording the message to distinguish "an attached session existed and already ended" from "this server never attached to a project". Returns: message confirming detach plus externalProcessPreserved (always true here - that is the point of detach vs stop_project). Errors only when a spawned session is what is active; use stop_project for those.get_debug_outputGet captured stdout/stderr from a spawned Godot project. Use whenever runtime tools fail unexpectedly - script errors, missing nodes, and crash backtraces all surface here. Still works after the process exits or crashes: the session clears itself on exit but the captured logs are retained until stop_project. Requires run_project (not attach_project; attached mode does not capture output). Returns: output/errors (last `limit` lines each, default 200), running (false after exit, null when attached), exitCode after exit, attached:true with empty arrays in attached mode.stop_projectStop the spawned Godot project and clean up bridge state. Call when done with runtime testing, even after a crash, and even if you closed the Godot window yourself: it frees the process slot and clears the flag blocking scene-editing tools. A process that exited on its own already removed the bridge autoload at that moment, and this still succeeds - it reports alreadyExited:true with the exit code and the logs captured before the exit, and leaves a finished profiler capture readable. Attached sessions detach without killing the external process. Returns: message, mode, externalProcessPreserved, alreadyExited, exitCode (already-exited case), and condensed finalOutput/finalErrors (capped at 200); get_debug_output has the full log. Errors only when there is no session and no exited process to report.take_screenshotCapture a PNG of the running viewport. responseMode: preview (default - saves full PNG, returns bounded inline preview at 960x540), full (full inline PNG; use for small text or pixel-level inspection), path_only (saved-path only, no inline image). Saved under .mcp/godot-runtime/screenshots/ (persists after stop_project). Returns: inline image block (full/preview modes), plus path and size of the saved PNG; previewPath/previewSize in preview mode; warnings for non-fatal runtime errors. Errors if no session or bridge times out (default 10000ms).simulate_inputSimulate sequential input in a running project and report what each action did. Action `type`: key, mouse_button, mouse_motion, click_element, action, text, wait. For key/mouse_button/action, omit `pressed` to tap (press+release); set it to hold or release. click_element resolves by node path/name (see get_ui_elements), not visible text. Returns: results[] per action with ok, timing, signals fired, the Control hit, UI `changes` (appeared/disappeared/changed), `watch` samples, and `errors` from input handlers (spawned sessions only). Invalid batches inject nothing; a runtime failure stops the batch and skips the rest.get_ui_elementsWalk the running scene tree and return all Control nodes with positions, sizes, types, and text content. Always call this before simulate_input click_element actions to discover valid element names and paths. Requires an active runtime session (run_project or attach_project). visibleOnly defaults true; pass false to include hidden Controls. filter narrows by class. Returns: elements[] with path/type/rect/visible plus optional text/disabled/tooltip.run_scriptExecute a custom GDScript in the live running project with full scene tree access. Requires an active runtime session. Script must extend RefCounted and define func execute(scene_tree: SceneTree) -> Variant. Return values are JSON-serialized (primitives, Vector2/3, Color, Dictionary, Array, and Node path strings). Use print() for debug output - it appears in get_debug_output, not in the result. In spawned mode, stderr runtime errors escalate to errors (when the script returns null) or surface as warnings. Returns: { success, result, warnings?, tip? } where result is the JSON-serialized return value of execute().list_autoloadsList all registered autoloads in a project with paths and singleton status. Use first when diagnosing headless failures - broken autoloads crash all headless ops, so this tells you what is loaded. No Godot process required (reads project.godot directly). Returns: [{ name, path, singleton }].add_autoloadRegister a new autoload in a project. autoloadPath accepts "res://..." or a project-relative path (auto-prefixed). singleton defaults true (accessible globally by name). No Godot process required. Warning: autoloads initialize in headless mode - a broken script will crash every subsequent headless op; validate before adding. Returns plain-text confirmation with the registered name, path, and singleton flag. Errors if an autoload with the same name already exists; use update_autoload to modify.request_user_inputAsk a clarifying question when critical ambiguity blocks progress. Use 2-4 meaningful options. Use multi-select only when multiple selections can all apply.get_session_summaryList every mutation made this Unity session grouped by category (scripts, materials, gameObjects, components, etc.) with a timeline. Use to answer 'what did you just do' / 'what changed' without re-reading scene state. Read-only.thinkReason about a complex multi-step task before executing it. Use to plan what objects/assets/scripts to create, in what order (scripts before add_component), and what positions/configurations are needed. Does not modify anything.get_scene_hierarchyList GameObject paths in the active scene. Results are capped and BFS-balanced — use find_game_objects (nameContains/hasComponent/tag) or list_children to drill into a specific subtree instead of raising maxResults. For per-object components/state, follow up with get_gameobject_info or get_gameobject_components.get_gameobject_infoGet detailed information about a GameObject: position/rotation/scale, components, materials (with path and shaderName), and component-specific data (e.g., terrain data). Use to inspect properties or find a reference object's position before calculating offsets.find_game_objectsFind GameObjects in the scene by name, tag, layer, or component type. Returns a list of matching GameObject paths.get_selectionGet the currently selected GameObjects in the Unity Editor. Returns paths to all selected objects.set_selectionSet the Unity Editor selection to specific GameObjects by path. WARNING: This selects objects in the Project window (prefabs/assets) OR scene. If you select a prefab/asset, you CANNOT use it with tools that require scene GameObjects (like get_gameobject_info, set_transform, etc.). Only use set_selection for scene objects that exist in the hierarchy. To work with prefabs, you must instantiate them first with create_game_object or instantiate_prefab.get_unity_console_logsRead Unity Editor runtime/play-mode console entries (Debug.Log, runtime exceptions, MonoBehaviour errors). Returns up to 2000 entries. NOT for verifying script compilation — compile_scripts already returns errorCount + per-error file/line/source-context. Calling this after a clean compile (errorCount=0) is forbidden. Valid uses: (a) compile_scripts returned errorCount>0 AND you need extra runtime context, (b) a non-compile tool returned an error you must debug, (c) the user explicitly asked to check the console / read the logs.refresh_asset_databaseRefresh the AssetDatabase.open_sceneOpen a scene in the editor.save_sceneSave the current active scene.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": {
"erodenn-godot-mcp-runtime": {
"command": "npx",
"args": [
"-y",
"godot-mcp-runtime"
]
}
}
}
{
"mcpServers": {
"glade-mcp": {
"command": "uvx",
"args": [
"gladekit-mcp"
]
}
}
}