A side-by-side look at the Glade MCP and Weppy Roblox MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Glade MCP for gaming work as a local process; choose Weppy Roblox MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
request_user_input, get_session_summary, think.query_instances, mutate_instances, manage_properties.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 61/100 · Good | 68/100 · Great |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | Not declared | No auth required |
| Pricing | Not declared | Free |
| Required env vars | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 214 | 66 |
| Directory activity | 1 views 0 installs 0 upvotes | 3 views 0 installs 0 upvotes |
| Tools | 97 | 25 |
| Full listing | View Glade MCP | View Weppy Roblox MCP |
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.query_instancesQuery Roblox instances: get, children, find child/descendant, wait for child, class info, search by name/class. [PRO] file_tree, project_structure, descendants, ancestors, search by property/tag.mutate_instancesCreate, delete, clone, move, rename, or pivot instances. [PRO] create_tree, mass_create, mass_delete, mass_duplicate, smart_duplicate, scatter.manage_propertiesGet/set properties, attributes, and tags on instances. [PRO] set_calculated, set_relative, mass_set, mass_get, modify_children.manage_scriptsManage script source code: read, write, create, delete, edit lines, search, and validate Luau syntax. [PRO] replace across scripts.manage_uiCreate / update / verify Roblox in-game UI (ScreenGui / Frame / TextLabel / …). Always start with `design_brief`. For ambiguous input, it inspects Studio context and returns candidate brief patches; Do not dump enum lists at the user. An empty StarterGui does not prove runtime UI absence: for an existing-UI review, follow `runtime_review_required`, collect a structured Play Client PlayerGui snapshot, and pass its saved `runtimeEvidenceRef`. Pass relevant repository evidence in `projectContext`; explicit screen job, visual thesis, forbidden defaults, tokens, and approved assets determine the direction without a built-in subject preset. `design_brief` returns a primary-view-first Design Contract and an advisory Layout Plan with neutral regions, AnchorPoint strategy, and responsive behavior; it is not a hard tree preset or style quota. A calling agent may declare provider-neutral image generation capability through `agentCapabilities`; missing or unavailable capability must use the explicit existing, user-provided, Creator Store, or assetless fallback. Keep the returned `brief_id`, `design_contract`, and `layout_plan` through creation, update, preview, and check. The asset recommendation gate considers user references, project assets, existing UI, and user-approved `manage_assets.search` intent; do not use a recommendation until the user accepts it. After each meaningful create or update, preview the representative primary view and submit a calling-agent critic verdict (`recompose`, `refine`, or `approved`) with `visualReview`. Read `primary_visual_verdict`, `functional_safe`, `responsive_requirement`, `responsive_ready`, `required_dimensions`, and `readiness` separately from mutation success. Responsive evidence blocks readiness only when the Design Contract marks it required. Read `weppy://ui-studio/guide` for the authoring workflow, `weppy://ui-studio/tokens` for optional visual examples, and `weppy://ui-studio/functional-rules` for machine-readable advisory evidence rules. Design Check permits `priority_high` only for observed functional visual failures such as meaningful overlap, unreadable content, invalid geometry, or primary-view occlusion; style-only findings remain medium or low.
manage_lighting[PRO] Configure environment: lighting, atmosphere, sky, terrain properties, time of day.manage_selectionGet, set, or clear selection. [PRO] context, details, add/remove items, watch changes.manage_cameraCamera operations: get info, focus on instance/position, suggest view, capture Edit-mode viewport screenshot (Edit mode only; not usable during playtest).manage_tween[PRO] Tween service: create, play, pause, cancel tweens for smooth animations.manage_audio[PRO] Audio management: play, stop, pause, resume sounds. Set audio listener.manage_animation[PRO] Animation: load, play, stop animations. Get animation tracks from humanoid/controller.manage_physics[PRO] Physics collision groups: register, set collidable between groups, list groups.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": {
"glade-mcp": {
"command": "uvx",
"args": [
"gladekit-mcp"
]
}
}
}
{
"mcpServers": {
"hope1026-weppy-roblox-mcp": {
"command": "npx",
"args": [
"-y",
"@weppy/roblox-mcp@latest"
]
}
}
}