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Glade MCP

Control Unity and Godot editors through MCP for scene editing, scripts, assets, physics, and gameplay workflows.

Install Glade MCP

Pick your client, then add it in one click or paste the config.

STDIOPython
~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "glade-mcp": {
      "command": "uvx",
      "args": [
        "gladekit-mcp"
      ]
    }
  }
}

Settings → Developer → Edit Config, merge this into mcpServers, then fully quit and reopen Claude Desktop.

Install not yet sandbox-tested— the server itself is confirmed live (we called its tools/list endpoint). The stdio install command is a separate, ongoing check.

Overview

glade-mcp connects AI clients to running Unity or Godot editors through local editor bridges and exposes an engine-specific tool set. It can inspect and mutate scenes, GameObjects, components, transforms, materials, scripts, and editor state, with broader gameplay, runtime, and project tools available for both engines. The server detects Unity on port 8765 or Godot on port 8766, then presents the matching tools over a standard MCP connection. Reach for it when an agent needs to build, inspect, organize, or debug game-editor content rather than only edit source files.

Use cases

  • Build and arrange Unity scene geometry
  • Inspect GameObjects and serialized component properties
  • Create and modify Godot scenes and scripts
  • Debug runtime errors and editor state
  • Prepare gameplay content for testing or export

Key features

  • Unity and Godot editor auto-detection
  • Scene, GameObject, node, and component operations
  • Script, physics, material, and gameplay workflows
  • Batch transforms and hierarchy organization
  • Runtime verification and console inspection
  • Local stdio MCP client configuration

Tools97

What Glade MCP lets your agent do. Expand a tool for its parameters.

Verified live~19.4k tokens of context

Security & health

What it can reach and how reliably it runs — from our own checks, not the maintainer’s claims.

ActiveLast checked Today

Recent health check succeeded.

28/28 checks healthy over the last 90d

What it can do

From the 97 tools this server returned when we ran it.

Runs commands · 3Can delete or modify data · 3Writes files · 1Makes network requests · 6Read-only tools · 90
Unusual tool instructions. 1 tool description contain text aimed at the AI model rather than at you (tries to chain into other tools). Read the tool descriptions before connecting.
Network at startup2 connections
Files written at startup30

Observed 2026-10-17 in an isolated sandbox. A description of reach, not a security audit.

Supply-chain signal

No high-severity advisories surfaced by our automated scan.

Critical 0High 0Medium 0Low 0

Scanned 5d ago via OSV.dev · gladekit-mcp (PyPI)

Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars201Stargazers on the source repository.
Last commit6d agoMost recent push to the default branch.
Tools exposed97Callable tools this server registers over MCP.
Directory activity5 viewsConfig copies, upvotes, and views on AllMCPs.

How Glade MCP works

What glade-mcp does

glade-mcp lets AI clients operate a running Unity or Godot editor through MCP. It supports both engines from one server and selects the appropriate tool set by probing the local editor bridges. Unity 2021.3 and later is supported, while Godot support targets version 4.3 and later.

For Unity, the repository describes 275 tools covering 20 categories. Godot provides 115 native tools across 17 categories. The broader feature set includes scene and node editing, scripts, resources, physics, signals, 2D and 3D workflows, animation, audio, UI, navigation, runtime operations, project inspection, and build or export tasks.

The listed Unity tools cover practical scene operations such as opening and saving scenes, creating primitives or empty hierarchy nodes, finding and inspecting GameObjects, changing transforms, parenting, grouping, tagging, layering, selecting, duplicating, renaming, activating, and deleting objects. They also expose component inspection, material-related state, console logs, asset database refreshes, and session mutation history.

How it works

Each editor uses a local bridge. Unity listens on localhost:8765; Godot listens on localhost:8766. When the MCP process starts, it checks both ports and exposes the tools belonging to the detected engine. Set GLADEKIT_MCP_FORCE_ENGINE to unity or godot when both editors are running and the choice needs to be fixed.

The MCP client launches the server through stdio, typically with uvx gladekit-mcp. The editor bridge remains responsible for applying operations inside the IDE. Godot creates a per-session authentication token under ~/.gladekit/godot-bridge-8766.token, which the MCP server reads automatically.

Planning and inspection tools support multi-step work. think is read-only and helps organize dependencies such as creating scripts before attaching components. get_session_summary reports mutations made during the current Unity session, while scene and component queries provide state for subsequent edits. set_transform_batch handles multiple object transforms in one call for layouts such as rows, grids, circles, and scattered objects.

Setup and configuration

Install the bridge for the engine being used. In Unity, add the unity-bridge package from the repository through Package Manager using its Git URL. In Godot, install the released bridge archive or copy the addon into the project’s addons/ directory, then enable GladeKit MCP Bridge under Project Settings → Plugins.

Install uv, then add a stdio MCP server entry using uvx gladekit-mcp. Configuration examples are provided for Claude Code, Cursor, Claude Desktop, Cline, Windsurf, and VS Code. Unity 6000.3 or later can also connect through its AI Gateway when the AI Assistant package is installed.

Tools and capabilities

  • Inspect scene hierarchies, selections, GameObjects, components, serialized Inspector properties, and Unity console entries.
  • Create visible Unity primitives or invisible hierarchy nodes, then position, rotate, scale, parent, group, duplicate, rename, activate, tag, layer, or remove them.
  • Open and save scenes, refresh the AssetDatabase, snap objects to the ground, align objects, and apply batch transforms.
  • Work with scripts, gameplay scaffolding, runtime verification, project introspection, and build or export workflows across the supported engines.
  • Use clarification, planning, and session-summary tools to manage ambiguous or multi-step editor changes.

Limitations and notes

Godot support is for GDScript projects using Forward+ or Compatibility renderers in 2D or 3D. Godot Mono and C# projects are not supported. The Godot bridge operates only in the editor and does not run in exported games.

Unity’s scene hierarchy results are capped and breadth-balanced, so deeper inspection may require narrowing the search with find_game_objects or list_children. set_transform handles one object; multiple objects should use set_transform_batch. get_unity_console_logs is intended for runtime or debugging context and is not the tool for confirming script compilation; compilation results come from compile_scripts.

Reviews

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Frequently Asked Questions about Glade MCP

glade-mcp is an MCP server that connects AI clients to running Unity and Godot editors through local bridges. Its main tools inspect and modify scenes, GameObjects, nodes, components, transforms, scripts, materials, and runtime state, allowing agents to build and debug game content directly in the editor.

Install the Unity or Godot editor bridge first, then configure the MCP client to launch `uvx gladekit-mcp` over stdio. Unity uses the repository’s UPM package, while Godot uses the bridge addon placed under the project’s `addons/` directory and enabled in Project Settings.

Yes, glade-mcp works with Cursor. Add a stdio MCP server named `gladekit-mcp` in Cursor’s MCP settings with `uvx` as the command and `gladekit-mcp` as its argument.

No, glade-mcp supports Godot 4.3+ GDScript projects, but Godot Mono and C# projects are not supported. The Godot bridge runs in the editor and supports Forward+, Compatibility, 2D, and 3D projects.

Set `GLADEKIT_MCP_FORCE_ENGINE` to `unity` or `godot` before starting glade-mcp. This pins the engine when both editor bridges are running; otherwise, the server probes Unity on port 8765 and Godot on port 8766.

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