A side-by-side look at the Glade MCP and Rpgmaker Xp 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 Rpgmaker Xp 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.RPGMAKER_PROJECT_PATH, RPGMAKER_RTP_PATH.get_actors, get_actor, update_actor.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 61/100 · Good | 59/100 · Good |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | Not declared | Not declared |
| Pricing | Not declared | Not declared |
| Required env vars | None listed | RPGMAKER_PROJECT_PATHRPGMAKER_RTP_PATH |
| Verified owner | Community listing | Community listing |
| GitHub stars | 214 | 4 |
| Directory activity | 1 views 0 installs 0 upvotes | 4 views 0 installs 0 upvotes |
| Tools | 97 | 65 |
| Full listing | View Glade MCP | View Rpgmaker Xp 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.get_actorsGet all actors from the RPG Maker XP project (parameter tables omitted)get_actorGet a specific actor by ID, including its 6x100 parameters table (MaxHP, MaxSP, STR, DEX, AGI, INT per level)update_actorUpdate an actor's properties (XP fields: name, class_id, initial_level, final_level, exp_basis, exp_inflation, character_name, character_hue, battler_name, battler_hue, weapon_id, armor1_id..armor4_id, weapon_fix, armor1_fix..armor4_fix, parameters)create_actorCreate a new actor with RMXP defaults (linear stat growth curves unless a parameters Table is provided)search_actorsSearch actors by nameget_itemsGet all items from the projectget_weaponsGet all weapons from the projectget_armorsGet all armors from the projectget_skillsGet all skills from the projectget_skillGet a specific skill by IDcreate_skillCreate a new skill with full control over RPG::Skill fields. XP has no damage formulas: damage = power scaled by stat influence rates (atk_f/str_f for physical, int_f for magical). Negative power heals.create_damage_skillCreate a damage-dealing skill (simplified). Set physical=true for ATK/PDEF based damage, otherwise INT/MDEF based (magic). Engine formula: damage = (power + ATK*atk_f/100 - PDEF*pdef_f/200 - MDEF*mdef_f/200) * (20 + STR*str_f/100 + DEX*dex_f/100 + AGI*agi_f/100 + INT*int_f/100) / 20. Reference: default-DB Fire is power 140, sp 75.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": {
"rpgmaker-xp-mcp": {
"command": "npx",
"args": [
"-y",
"rpgmaker-xp-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "YOUR_RPGMAKER_PROJECT_PATH_HERE",
"RPGMAKER_RTP_PATH": "YOUR_RPGMAKER_RTP_PATH_HERE"
}
}
}
}