Glade MCP vs Godot MCP

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

Glade MCP logoGlade MCPGaming · Local subprocess (stdio)Control the Unity and Godot editors from AI clients: scenes, scripts, physics, materials.63GoodAuth: not declaredGodot MCP logoGodot MCPGaming · Local subprocess (stdio)MCP server for full Godot 4.x engine control with 165 tools for AI-driven game development69GreatAuth: not declared

Verdict: choose Glade MCP for gaming work as a local process; choose Godot 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?

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

Godot MCP logoChoose Godot MCP when

  • You need dedicated capabilities in the Gaming domain.
  • You prefer a local stdio subprocess transport.
  • You want tools like launch_editor, run_project, get_debug_output.
Explore Godot MCP

Feature & specification comparison

Rows where the two servers differ are marked.

SpecGlade MCP logoGlade MCPGodot MCP logoGodot MCP
CategoryGamingGaming
Quality signal63/100 · Good69/100 · Great
Install commandConfirmedConfirmed
TransportLocal subprocess (stdio)Local subprocess (stdio)
AuthNot declaredNot declared
PricingFreeNot declared
Required env varsNone listedNone listed
Verified ownerCommunity listingCommunity listing
GitHub stars214493
Directory activity 1 views 0 installs 0 upvotes 4 views 0 installs 0 upvotes
Tools97154

Tools & capabilities

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

Godot MCP tools 154

  • launch_editorLaunch Godot editor for a specific project
  • run_projectRun the Godot project and capture output
  • get_debug_outputGet the current debug output and errors
  • stop_projectStop the currently running Godot project
  • get_godot_versionGet the installed Godot version
  • list_projectsList Godot projects in a directory
  • get_project_infoRetrieve metadata about a Godot project
  • create_sceneCreate a new Godot scene file
  • add_nodeAdd a node to an existing scene
  • load_spriteLoad a sprite into a Sprite2D node
  • export_mesh_libraryExport a scene as a MeshLibrary resource
  • save_sceneSave changes to a scene file
  • +142 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.

Glade MCP

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

Godot MCP

mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "godot-mcp-4": {
      "command": "npx",
      "args": [
        "-y",
        "@tugcantopaloglu/godot-mcp"
      ]
    }
  }
}

Frequently asked questions

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

Glade MCP is listed as free. Godot MCP has no declared pricing — check the project's own site. 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 glade-mcp and godot-mcp-4 as separate keys in the same mcpServers object, and your assistant will call tools from either one.

On AllMCPs, Glade MCP has a quality signal of 63/100 (Good) with 1 views, 0 installs and 214 GitHub stars. Godot MCP has 69/100 (Great) with 4 views, 0 installs and 493 GitHub stars.