A side-by-side look at the Godot MCP and Godotlens 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 Godotlens MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
launch_editor, run_project, get_debug_output.gdscript_status, gdscript_definition, gdscript_references.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 68/100 · Great | 61/100 · Good |
| 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 | 493 | 10 |
| Directory activity | 1 views 0 installs 0 upvotes | 3 views 0 installs 0 upvotes |
| Tools | 154 | 33 |
| Full listing | View Godot MCP | View Godotlens MCP |
launch_editorLaunch Godot editor for a specific projectrun_projectRun the Godot project and capture outputget_debug_outputGet the current debug output and errorsstop_projectStop the currently running Godot projectget_godot_versionGet the installed Godot versionlist_projectsList Godot projects in a directoryget_project_infoRetrieve metadata about a Godot projectcreate_sceneCreate a new Godot scene fileadd_nodeAdd a node to an existing sceneload_spriteLoad a sprite into a Sprite2D nodeexport_mesh_libraryExport a scene as a MeshLibrary resourcesave_sceneSave changes to a scene filegdscript_statusCheck connection status to the Godot LSP server. Returns: connection status, host, and port. Use this to verify Godot editor is running before using other tools. If disconnected, start Godot editor with your project open.gdscript_definitionNavigate to the definition of a symbol at a given position. Returns: file path and line number where the symbol is defined. IMPORTANT: Uses ZERO-BASED coordinates (editor line 1 = pass line 0). Use when you need to find where a function, variable, or class is defined.gdscript_referencesFind all references to a symbol across the entire project. Returns: list of locations (file, line, character) where the symbol is used. IMPORTANT: Uses ZERO-BASED coordinates. Essential for impact analysis before refactoring: 'What code uses this symbol?'gdscript_hoverGet type information and documentation for a symbol at a given position. Returns: type signature, documentation string, or description of the symbol. IMPORTANT: Uses ZERO-BASED coordinates. Use to understand what type a variable is, or what a function returns.gdscript_symbolsList all symbols (classes, functions, variables, signals, enums) in a file. Returns: symbol tree with name, kind, and line number for each symbol. Use to understand the structure of a file before making changes. WORKFLOW: gdscript_symbols to explore, then gdscript_hover or gdscript_definition for details.gdscript_signature_helpGet function signature and parameter information at a call site. Returns: function name, parameters with types, and return type. IMPORTANT: Uses ZERO-BASED coordinates. Use when you need to know the correct parameters for a function call.gdscript_renameRename a symbol across all files in the project. Returns: workspace edit with all changes needed. IMPORTANT: Uses ZERO-BASED coordinates. WORKFLOW: (1) gdscript_references to preview impact, (2) gdscript_rename to rename, (3) gdscript_sync_files to refresh LSP state.gdscript_sync_fileNotify Godot's LSP that a file was modified and get updated diagnostics. Returns: diagnostics (errors/warnings) for the synced file. WHEN TO CALL: After using Edit/Write tools to modify a .gd file. The LSP does not watch files, so you must call this to refresh analysis. Optionally pass content directly to avoid reading from disk.gdscript_sync_filesBatch sync multiple modified files with Godot's LSP. Returns: diagnostics for all synced files. WHEN TO CALL: After modifying multiple .gd files with Edit/Write tools. More efficient than calling gdscript_sync_file repeatedly. Reads content from disk for all specified files.gdscript_release_fileRelease a file from the LSP session, so Godot stops serving the copy this session opened and reads from disk again. Returns: whether the file was open, and what was actually done. WHEN TO CALL: after deleting a .gd file, or when you want the LSP to forget content you synced earlier. NOTE: Godot removed its file-deletion notification in 4.6, so this cannot purge project-wide state; that clears when the editor rescans.gdscript_symbols_batchGet symbols from multiple files in a single call. Returns: map of file path to symbol tree for each file. More efficient than calling gdscript_symbols repeatedly. Use to understand the structure of multiple files at once.gdscript_definitions_batchGet definitions for multiple symbol positions in a single call. Returns: list of definition locations for each position. IMPORTANT: Uses ZERO-BASED coordinates. More efficient than calling gdscript_definition repeatedly.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": {
"godot-mcp-4": {
"command": "npx",
"args": [
"-y",
"@tugcantopaloglu/godot-mcp"
]
}
}
}
{
"mcpServers": {
"pzalutski-pixel-godotlens-mcp": {
"command": "npx",
"args": [
"-y",
"godotlens-mcp"
]
}
}
}