Godot MCP vs RpgMakerMVUltimate MCP
A side-by-side look at the Godot MCP and RpgMakerMVUltimate MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Godot MCP for gaming work as a local process; choose RpgMakerMVUltimate 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?
Choose Godot 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
godot_scene, godot_node_read, godot_node_edit.
Choose RpgMakerMVUltimate 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 have the keys it needs:
RPGMAKER_PROJECT_PATH. - You want tools like
query_database, create_database_entry, update_database_entry.
Feature & specification comparison
Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 71/100 · Great | 68/100 · Great |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | No auth required | No auth required |
| Pricing | Free | Free |
| Required env vars | None listed | RPGMAKER_PROJECT_PATH |
| Verified owner | Community listing | Community listing |
| GitHub stars | 180 | 28 |
| Directory activity | 7 views 0 installs 0 upvotes | 7 views 0 installs 0 upvotes |
| Tools | 21 | 15 |
| Full listing | View Godot MCP | View RpgMakerMVUltimate MCP |
Tools & capabilities
Godot MCP tools 21
godot_sceneManage scenes in the editor: open a scene, save the open scene, or reload an open scene from disk after you edit its .tscn directly (so the editor picks up the change without a full restart). To create a new scene, write the .tscn file directly — header [gd_scene format=3] without a uid (the editor assigns one when it imports the file), then one [node name="X" type="Node2D"] block per node — and open it with this tool.godot_node_readInspect scene nodes in the editor: read a node's effective properties (including class defaults a .tscn read cannot show), view the full scene tree as the editor sees it (including children inside instanced sub-scenes), and find nodes by name or type. Use it to discover node paths and verify the live state of the open scene before or after making changes. It cannot modify anything; to update properties or reparent a node, use godot_node_edit.godot_node_editModify scene nodes in the editor: update a node's properties, or reparent it (the editor rewrites child paths and signal connections correctly; hand-editing .tscn for a reparent does not). Use it to change existing nodes in the open scene. To inspect properties, the scene tree, or search for nodes, use godot_node_read; to add or remove nodes, or attach scripts and connect signals, edit the .tscn file directly, then verify with godot_node_read's get_scene_tree.godot_editor_readObserve the editor and running game: get editor state (open scene, play state, camera, viewport), read the current node selection, pull editor log messages (with an incremental cursor) and stack traces, and capture lossless PNG screenshots of the running game or an editor viewport. Reach for it to check what the editor sees before and after a change; screenshot_game needs a running game, while every other action works in the bare editor. It changes nothing - to select nodes, run/stop/restart, or move the 2D viewport use godot_editor_edit; errors from the running game (not the editor process) come via minimal-godot-mcp's get_console_output when that companion server is installed.godot_editor_editDrive the editor: select a node, run or stop the project, restart the editor, rescan the filesystem to import assets written outside the editor, and center/zoom the 2D viewport. Use run with frozen=true as the deterministic-playtest entry point (game time holds at frame 0 until godot_game_time steps or thaws it). To test edited gameplay scripts just stop then run — the launched game loads .gd/.tscn fresh from disk; reserve restart for EDITOR-side staleness (edited @tool/addon code, a stale project.godot, or a cached .gdshader). For observation only (state, selection, logs, screenshots) use godot_editor_read instead; restart does not start a cold editor, so one must already be running.godot_projectRead project-level data from the editor: name, path, Godot version, and main scene (get_info), plus project settings including input mappings (get_settings). After editing project.godot as a file, use check_stale to detect whether the editor is still running stale autoloads or input map from before the edit; restart via godot_editor_edit to reload. Use addon_status to diagnose addon/server version skew when commands misbehave or the connection drops; it also reports whether the running server build is stale relative to its source checkout. For scene contents or node properties, use godot_node_read instead.godot_animation_readInspect animation data on AnimationPlayer nodes in the editor: list players in the scene, read a player's state and libraries, get an animation's tracks and properties, and read a track's keyframes. Reach for it to verify what the editor actually loaded, including after editing animation resources by hand. It changes and previews nothing; use godot_animation_edit to create, modify, or play animations.godot_animation_editCreate and modify animations on an AnimationPlayer and preview them in the editor: create, delete, or update animations, add and remove tracks and keyframes, backfill RESET keys for existing tracks (create_reset_keys), and play, stop, or seek the editor's preview (playback controls the editor, not the running game). Pair each change with an immediate play or seek to check the result; this is the only way to verify animation feel without running the whole game. To inspect animation data without changing it, use godot_animation_read.godot_tilemap_readInspect TileMapLayer data in the open scene: list layers, get layer and TileSet info, read used cells, a single cell, or a rectangular region, and convert between local positions and map coordinates. Use it whenever you need to know what tiles are placed where; cell data is stored base64-encoded in the .tscn, so reading the file is not an alternative. To place, erase, or clear tiles, use godot_tilemap_edit instead.godot_tilemap_editModify TileMapLayer cells in the open scene: set a single cell, erase a cell, clear a whole layer, or set many cells in one batch. Use it to paint or remove tiles; cell data is stored base64-encoded in the .tscn, so editing the file is not an alternative, and set_cells_batch beats repeated set_cell calls for anything beyond a few tiles. To inspect layers, TileSets, or existing cells without changing anything, use godot_tilemap_read.godot_gridmap_readInspect GridMap data in the open scene: list GridMap nodes, get map and MeshLibrary info, and read used cells, a single cell, or every cell using a given item. Use it whenever you need to know which mesh items occupy which 3D grid cells; cell data is stored base64-encoded in the .tscn, so reading the file is not an alternative. To place or clear cells, use godot_gridmap_edit instead.godot_gridmap_editModify GridMap cells in the open scene: set a single cell to a MeshLibrary item with an orientation, clear a cell, clear the whole map, or set many cells in one batch. Use it to build or remove 3D grid content; cell data is stored base64-encoded in the .tscn, so editing the file is not an alternative, and set_cells_batch beats repeated set_cell calls for anything beyond a few cells. To inspect the map, its MeshLibrary, or existing cells without changing anything, use godot_gridmap_read.- +9 more on the listing page
RpgMakerMVUltimate MCP tools 15
query_databaseRead-only: query any RPG Maker MV database (data/*.json). Three forms depending on arguments: no id/query lists every non-null entry of the entity; `id` fetches one entry (returns null, not an error, if it does not exist); `query` does a case-insensitive name search (items/weapons/armors/skills also match descriptions). Returns an array (list/search) or a single object/null (id). Use this to discover valid IDs before create/update/delete or before wiring references (class learnings, troop members, chest loot). For maps use query_map; for a digest of everything at once use get_project_context.create_database_entryCreate a new entry in an RPG Maker MV database with the next free ID; the data file is written immediately. Returns the complete created object including its new id. Two forms: with `entity` + `data` it creates a raw entry (omitted fields get engine defaults; data.name is expected); with `preset` it builds a ready-to-use entry from a recipe — damage_skill {name, mpCost, scope, formula, element?, animationId?}, healing_skill {name, mpCost, scope, formula}, buff_skill {name, mpCost, scope, paramId 0-7, turns}, state_skill {name, mpCost, scope, stateId, chance 0-1}, boss_enemy {name, battlerName?, specialSkillId?, params?}, encounter_troop {name, enemyIds[]}. Presets validate their required fields and fail with a validation error when missing. Class entries: data.params accepts 8 stat seeds [HP,MP,ATK,DEF,MAT,MDF,AGI,LUK] expanded to full level 1-99 curves automatically. Not supported for tilesets/animations (author those in the editor). Referenced IDs (classId, stateId, enemyIds...) are NOT validated — confirm them with query_database first.update_database_entryPartially update an existing database entry: only the keys in `fields` are overwritten (arrays like traits/learnings/actions are replaced wholesale, not merged); the data file is written immediately and there is no undo, so fetch current values with query_database first if you may revert. Returns the full entry after the update. Fails with an error if the ID does not exist. Special append forms that do not need `fields`: common_events + `appendCommand` inserts one event command before the list terminator; troops + `addEnemyId` adds a member at an auto-computed battle position. Troops and animations also support plain `fields` updates now (e.g. rename a troop, replace its members/pages, or relabel an animation). Class params in fields accept 8 seeds (expanded to full curves) or 8 arrays of 100 per-level values. Editing tilesets affects every map using them; malformed flags break passability project-wide.delete_database_entryDESTRUCTIVE: delete a database entry by nulling it out in its data file (written immediately; not undoable — re-create it if needed; IDs are never reused). References elsewhere are NOT cleaned up and will break at runtime: actors in the starting party, classes assigned to actors, skills in class learnings/enemy actions, items in chests/shops, enemies in troops, states in skill effects, troops in map encounters — check and update those first with query_database/update_database_entry. NEVER delete skill 1 (Attack), skill 2 (Guard) or state 1 (KO); the engine uses them directly. Supported entities: actors, classes, skills, items, weapons, armors, enemies, states, troops, animations. Returns the deleted object for reference; fails with an error if the ID does not exist.query_mapRead-only: inspect maps. `view` selects what you get: "infos" lists the map tree from MapInfos.json (ids, names, folder parentIds — no mapId needed); "full" returns one complete MapNNN.json (dimensions, 6-layer tile data, events — can be large); "events" lists a map's events (with `query`, filters by name, case-insensitive); "event" returns one event by eventId (null if absent); "validate" lints a map (invalid tile IDs per layer, missing page terminators, transfers to map 0, Self Switch OFF where ON was likely meant) returning {issueCount, issues[]}; "ascii" renders the map as a character grid with event markers and a legend — the cheapest way to "see" a layout and pick coordinates, entirely offline. Fails with an error if the map file does not exist. For player-visible images use analyze_image instead.generate_mapCreate a new map file (next free map ID, registered in MapInfos.json; both files written immediately). `mode` selects the generator: "blank" makes an empty map you paint later (edit_map fill_layer); "themed" generates a simple tile layout for a theme using the tileset's real tiles; "procedural" is the full generator — for themes with matching RTP reference templates (town, dungeon, interior, castle, world, etc.) it CLONES a hand-authored template from the 106 bundled maps (real 3D buildings, walls, furniture), auto-picking the closest size; for themes without templates (beach, swamp, etc.) it generates procedurally (Perlin terrain, BSP dungeons, cellular caves). Same seed + params = same map. Pass templateId to force a specific template, or useTemplate:false to force procedural. 21 themes incl. snow, volcano, sewer, space_interior; "batch" generates several procedural maps in one call from `batch` specs; "duplicate" copies an existing map (transfer events still point at their ORIGINAL destinations — review them); "template" instantiates one of the 106 bundled reference maps by templateId (list them with get_project_context detail "templates"); "semantic" is the tileset-independent generator — it lays out a MISSION (entrance, key, locked door, treasure, boss, exit, side rooms) as a graph and only then paints it, asking the tileset profile which tile plays each role, so the layout works on ANY tileset including DLC and third-party packs, and the key is always reachable before the door it opens. It returns `markers` naming the cell of every mission role, which is where to place events next. Run manage_system action "mine_templates" first so the profile comes from tiles this project actually uses; pass a mined `templateId` (like "mined-3") to re-materialise one of the project OWN maps onto a different tileset instead of generating a new mission. Returns {mapId, ...} — procedural also returns the seed; batch returns all mapIds keyed for edit_map "connect". Fails with an error on unknown theme/template or unwritable files.edit_mapModify existing maps; the affected map files / MapInfos.json are written immediately. `action` selects the edit: "fill_layer" overwrites an ENTIRE tile layer with one tile ID (destructive, not undoable; layers: 0-1 ground, 2-3 upper, 4 shadow bits 0-15, 5 region IDs 0-255; tileId 0 clears; find valid IDs with get_project_context detail "tileset"); "set_display_names" sets the player-visible displayName of several maps at once (entries whose map file is missing are reported in `skipped`, not errors); "organize_tree" re-parents maps in the editor tree (purely organizational, gameplay unaffected); "connect" creates a bidirectional pair of transfer events between two maps so the player can walk both ways; "set_encounters" sets the map's random-battle list so enemies appear while walking — `encounters` is [{troopId, weight?, regionSet?}] (weight default 5; regionSet [] = whole map; troopId must exist) plus optional `encounterStep`. WITHOUT encounters set, a map has no random battles. Returns a per-action summary. Fails with an error if a referenced map does not exist (except set_display_names, which skips). For event-level work use manage_map_event.manage_map_eventCreate, modify or remove events on a map; the map file is written immediately. action "create" without preset makes a low-level event at x/y (empty page unless `pages` given; add behavior later with add_command). action "create" WITH preset builds a complete, ready-to-play event: "npc" (2-page dialogue NPC: {name, dialogues[], characterName?, characterIndex?}), "chest" (one-time loot: {items: [{type: item|weapon|armor, id, amount}]} — IDs not validated, confirm with query_database), "teleport" (one-way walk-on transfer zone: {destMapId, destX, destY, trigger?} — destination not validated), "door" (action-button warp into another map, e.g. a house entrance: {destMapId, destX, destY, characterName?, characterIndex?, trigger?, lockedSwitchId?, lockedMessage?}; with lockedSwitchId it shows a "locked" message until that game switch is ON), "shop" ({goods: [[type 0=item/1=weapon/2=armor, id, priceType 0=standard/1=custom, price]]}), "inn" ({cost?} full-recovery flow with gold check), "boss" ({troopId} one-time battle, game over on loss), "puzzle_switch" ({switchX, switchY, doorX, doorY, gameSwitchId, switchName?, doorName?} creates TWO linked events). action "update" overwrites only `fields` on an event; action "convert" RE-PURPOSES an existing event in place — keeping its id, position, name and sprite but replacing its behaviour — via `kind`: "merchant" (a working shop; pass `options.goods` [[type,id,priceType,price]] or the friendly `options.items` [{type,id}], plus optional `options.greeting`), "inn" (`options.cost?` full-recovery flow with gold check), "sign" (`options.text` string or string[] read-only message); ideal for "turn this NPC into a merchant" without re-placing it; "delete" removes it permanently (DESTRUCTIVE); "add_command" appends one command before a page's terminator; "populate" scatters N events of a kind (npc/chest/boss) at random positions (walkability not checked — validate with query_map "ascii"). Returns the created/updated event(s) with ids. Fails with an error if the map (or event, for update/delete) does not exist.manage_systemRead or edit project-wide settings in data/System.json (writes are immediate). action "get" returns the requested `section`: "full" (everything — large), "switches" or "variables" (name arrays indexed by ID; unnamed entries are empty strings — use these to find free IDs), or "title". action "set_title" changes the game title shown on the title screen. "name_switch"/"name_variable" label a switch/variable by ID — documentation only, runtime values are untouched, but good names keep event logic readable. "set_starting_position" sets where new games begin {mapId, x, y} — NOT validated against existing maps, verify with query_map "infos" first; does not affect saved games. "create_plugin" authors a new plugin: it writes js/plugins/<name>.js with a correct @plugindesc/@author/@param/@help header (and a classic-MV Game_Interpreter.pluginCommand hook when `commands` are given) and registers it in js/plugins.js (array order = load order). Re-authoring the same `name` overwrites the file and replaces its manifest entry in place. Pair with analyze_project view "plugins" to inspect the project's existing plugins first. "scaffold_project" creates a NEW, editor-openable RPG Maker MV project by cloning NewData, adding `Game.rpgproject` when Steam omits it, and rewriting its title/start position; it refuses to overwrite an existing project and does not switch the active path. "playtest" launches the ACTIVE project through the bundled nwjs runtime. "open_editor" validates the active project, repairs a missing `Game.rpgproject`, and opens that descriptor in RPGMV.exe so the editor loads the project instead of an empty grey shell. Both locate the engine via `install` / RPGMAKER_MV_INSTALL / the default Steam path and are Windows-only. THE LIVE BRIDGE closes the loop between editing and seeing. "install_bridge_plugin" writes js/plugins/McpBridge.js (only active in playtest). "bridge_start" opens a loopback WebSocket and writes its authenticated handshake. "bridge_status" reports whether the game is connected. "bridge_telemetry" drains exceptions, logs, scene changes, player position and executing event commands, optionally filtered by `types`; pass `peek` to retain frames. "bridge_command" supports `reload_map`, `reload_database`, `get_state`, `teleport_player` and `ping`. "take_screenshot" captures the live game through the MCP bridge; `bridge_screenshot` remains as a compatibility alias. "bridge_stop" closes the socket and deletes the handshake file. "mine_templates" learns layouts and semantic tile roles from this project for later semantic generation. Returns the read section or updated values.take_screenshotCapture the current RPG Maker MV playtest frame through the authenticated MCP bridge and save it as a PNG under `.mcp-cache/screenshots/`. Returns `{path, bytes, mimeType, name}` so the image can be inspected or attached as QA evidence without shell commands. Requires `manage_system` actions `install_bridge_plugin`, `bridge_start`, and `playtest` first. Optional `name` becomes a safe filename prefix; each capture keeps a timestamp. `manage_system {action:"bridge_screenshot"}` remains available as a compatibility alias.record_videoStart or stop recording the live RPG Maker MV playtest canvas through the authenticated MCP bridge. `action:"start"` begins a silent WebM capture inside the game runtime; `action:"stop"` saves it under `.mcp-cache/recordings/` and returns `{path, bytes, mimeType, durationMs, name}`. This captures only the game canvas, not the desktop or credentials. Requires the bridge plugin, a running bridge, and a connected playtest. Optional `name`, `fps` (default 30), and `bitrateKbps` (default 2500) control the artifact.get_project_contextRead-only: pre-digested project knowledge — CALL THIS FIRST in a session. `detail` selects the depth: "full" (default) returns id+name lists for every database, switch/variable names, starting position, and available sprite filenames per img/ folder — everything needed to create content without inventing broken references; "summary" is a cheap health check (entry counts per data file); "assets" scans img/ and Tilesets.json into a complete index (sheet dimensions, autotile kinds, categorized usable tiles, all PNG names); "tileset" returns the categorized usable tile IDs of ONE tileset (ground/water/walls/roof/decoration) for edit_map "fill_layer" — guessing tile IDs produces glitched maps; "templates" lists the 106 bundled reference maps (id, category, theme) usable with generate_map mode "template", optionally filtered by category/theme. Returns one structured object (or array for templates). GOLDEN RULES for good results: (1) build whole maps with generate_map (it stamps real houses/trees and wires encounters) and add content with the manage_map_event presets — do NOT hand-paint tiles or place decorations one tile at a time; (2) never invent tile IDs or sprite/troop/skill IDs — take them from this tool; (3) for enemies to appear, create troops then set encounters (edit_map "set_encounters"), which generate_map does automatically for combat themes.- +3 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.
Godot MCP
{
"mcpServers": {
"godot-mcp-2": {
"command": "npx",
"args": [
"-y",
"@satelliteoflove/godot-mcp"
]
}
}
}
RpgMakerMVUltimate MCP
{
"mcpServers": {
"diegolopez0208-rpgmakermvultimate-mcp": {
"command": "npx",
"args": [
"-y",
"rpgmaker-mv-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "YOUR_RPGMAKER_PROJECT_PATH_HERE"
}
}
}
}
Frequently asked questions
Godot MCP is categorized under Gaming and uses a local stdio subprocess. RpgMakerMVUltimate MCP belongs to Gaming and uses a local stdio subprocess. Pick Godot MCP for gaming work and RpgMakerMVUltimate 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.
Godot MCP is listed as free. Auth: no auth required. RpgMakerMVUltimate MCP is listed as free. Auth: no auth required. 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 godot-mcp-2 and diegolopez0208-rpgmakermvultimate-mcp as separate keys in the same mcpServers object, and your assistant will call tools from either one.
On AllMCPs, Godot MCP has a quality signal of 71/100 (Great) with 7 views, 0 installs and 180 GitHub stars. RpgMakerMVUltimate MCP has 68/100 (Great) with 7 views, 0 installs and 28 GitHub stars.