GameWorld Painter MCP vs Glade MCP

A side-by-side look at the GameWorld Painter MCP and Glade MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.

GameWorld Painter MCP logoGameWorld Painter MCPGaming · Local subprocess (stdio)MCP server for GameWorld Painter, the layered game world map editor: AI agents (Claude Code, Codex, GitHub Copilot, VS Code, Cursor, Gemini CLI) read, analyze and edit the map open in the app.63GoodAuth: no auth requiredGlade MCP logoGlade MCPGaming · Local subprocess (stdio)Control the Unity and Godot editors from AI clients: scenes, scripts, physics, materials.63GoodAuth: not declared

Verdict: choose GameWorld Painter MCP 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.

Which MCP server should you choose?

GameWorld Painter MCP logoChoose GameWorld Painter MCP when

  • You need dedicated capabilities in the Gaming domain.
  • You prefer a local stdio subprocess transport.
  • Its auth model fits you: No auth required.
  • You want tools like get_map_info, open_map, create_map.
Explore GameWorld Painter MCP

Glade MCP logoChoose Glade MCP when

  • You need dedicated capabilities in the Gaming domain.
  • You prefer a local stdio subprocess transport.
  • You want tools like request_user_input, get_session_summary, think.
Explore Glade MCP

Feature & specification comparison

Rows where the two servers differ are marked.

SpecGameWorld Painter MCP logoGameWorld Painter MCPGlade MCP logoGlade MCP
CategoryGamingGaming
Quality signal63/100 · Good63/100 · Good
Install commandConfirmedConfirmed
TransportLocal subprocess (stdio)Local subprocess (stdio)
AuthNo auth requiredNot declared
PricingFreeFree
Required env varsNone listedNone listed
Verified ownerCommunity listingCommunity listing
GitHub stars0214
Directory activity 1 views 0 installs 0 upvotes 1 views 0 installs 0 upvotes
Tools2897

Tools & capabilities

GameWorld Painter MCP tools 28

  • get_map_infoStart here. The open map: title, unit, bounds, cell size, every layer with what it holds (mask coverage, categories classes and their shares, height range, object kinds and property keys, notes, vector paths), the zones, conventions, and what the user is looking at. Coordinates: x grows east, z grows south, north is up.
  • open_mapOpens the map in the folder at "path" (the folder with metadata.json) in GameWorld Painter. The app then reads and writes that folder through this MCP server, without the user picking it. When no app is connected, the server opens it in the default browser with a link that connects it and opens the map (the user may have to allow Chrome to reach this device). The map open before is saved first.
  • create_mapCreates a new map in the folder at "path" (made if missing; it must not have a map yet) and opens it in the app: the bounds and cell size in the unit of the map, and a set of layers — "basic" (terrain height, ground, zones, water, roads, rivers, borders, rocks, grass, bushes, trees, buildings, enemies, chests, hiding spots, notes), "none" (no layers: make them with create_layer), "notes" (only notes), or "same" (the layers of the map open now, empty). Then shape it with the other tools.
  • get_user_contextWhat the user is pointing at now: the selected area (its bounds and size), the selected items (their layer, kinds, ids), the selected layers, the active layer and tool, the view, the cursor, and what became of your latest changes. The user selects objects with Select (click, box) or the Select area tools (rectangle, ellipse, lasso, polygon, same kind) to show you what they mean. Use it for requests like "this area", "here", "these", "the selected ones".
  • get_project_pathThe full path of the project folder open in the app on this computer (the folder with metadata.json and layers/), the path of every layer file, and what the app has not saved yet. Use it to read or change the files with other tools (scripts, image tools, exporters). The browser does not reveal paths, so the server finds the folder — in your workspace, your working directory, then the home folder — and checks it is the same one (its metadata.json). If it is not found, ask the user for the path and pass it as "path".
  • render_mapAn image of the map from above (north up) with a coordinate grid: the whole map, the view, or a region. Look before and after changes. Optional highlight of a region.
  • describe_regionEverything in a region: its size and bounds, mask coverage, categories shares (zones, ground), heights and slopes, and the items of every layer by kind. Use it to check an area before and after changing it.
  • read_layerThe values of a mask (0–100 %), categories (class names) or height layer as a coarse grid over a region, row by row from north to south. For exact work use describe_region, find_spots or the edit tools instead of reading every cell.
  • find_itemsItems of objects, notes and vector layers with filters: region, kind, properties, distance to a point. measure adds facts per item: the distance to the nearest feature of other layers (e.g. roads, water), the height, the slope, the zone.
  • analyze_itemsHow items are spread in a region: nearest-neighbor distances, pairs closer than min_distance, groups (items within cluster_distance of each other) and the largest empty gaps. Use it to check or even out placements while keeping groups.
  • find_spotsFinds the best spots in a region by a measure of the terrain and the layers, as ranked areas with a center point. open: far from cover (open, exposed ground); enclosed: much cover around (poor view, hidden); high / low: above / below the surroundings (viewpoints, hollows); flat / steep: slope; empty: far from any item and cover (looks empty); far_from / near_to: distance to given layers.
  • analyze_walkabilityWalkable ground in a region (slope below max_slope, outside blocking layers such as water, cliffs, buildings) split into connected parts: the main part (from start, else the largest), isolated pockets where a player could get stuck or never get to, narrow passages, and items standing on blocked or isolated ground.
  • +16 more on the listing page

Glade MCP tools 97

  • 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.
  • +85 more on the listing page

Ready-to-paste client configs

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.

GameWorld Painter MCP

mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "game-world-painter-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "game-world-painter-mcp"
      ]
    }
  }
}

Glade MCP

mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "glade-mcp": {
      "command": "uvx",
      "args": [
        "gladekit-mcp"
      ]
    }
  }
}

Frequently asked questions

GameWorld Painter MCP is categorized under Gaming and uses a local stdio subprocess. Glade MCP belongs to Gaming and uses a local stdio subprocess. Pick GameWorld Painter MCP for gaming work and Glade MCP for gaming.

Copy the mcpServers block from the config section on this page into your client's config (for example claude_desktop_config.json or ~/.cursor/mcp.json), then fully restart the client.

GameWorld Painter MCP is listed as free. Auth: no auth required. Glade MCP is listed as free. If a server needs environment variables such as API keys, define them under the env key in your client's MCP config.

Yes. MCP clients support multiple servers: add game-world-painter-mcp and glade-mcp as separate keys in the same mcpServers object, and your assistant will call tools from either one.

On AllMCPs, GameWorld Painter MCP has a quality signal of 63/100 (Good) with 1 views, 0 installs and 0 GitHub stars. Glade MCP has 63/100 (Good) with 1 views, 0 installs and 214 GitHub stars.