A side-by-side look at the Godot 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.
Verdict: choose Godot MCP for gaming work as a local process; choose Godot MCP for gaming. You can also run both side by side in one mcpServers block.
GODOT_PATH, DEBUG.get_godot_version, launch_editor, run_project.ping, rql-query, rql-mutate.Rows where the two servers differ are marked.
| Spec | G Godot MCP | |
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 52/100 · Good | 55/100 · Good |
| Install command | Confirmed | Not confirmed yet |
| Transport | Local subprocess (stdio) | — |
| Auth | Not declared | No auth required |
| Pricing | Not declared | Not declared |
| Required env vars | GODOT_PATHDEBUG | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 0 | 300 |
| Directory activity | 1 views 0 installs 0 upvotes | 0 views 0 installs 0 upvotes |
| Tools | 28 | 23 |
| Full listing | View Godot MCP | View Godot MCP |
get_godot_versionReturn installed Godot versionlaunch_editorOpen Godot editor for a projectrun_projectRun project in debug mode, capture outputget_debug_outputRead stdout/stderr from running projectstop_projectKill running project, return final outputlist_projectsFind Godot projects in a directoryget_project_infoMetadata, file counts, versioncreate_sceneCreate a new .tscn file via GDScriptadd_nodeAdd a node to an existing sceneload_spriteLoad texture onto Sprite2D/TextureRectexport_mesh_libraryExport .tscn as MeshLibrary .ressave_sceneSave / save-as a scene filepingLightweight readiness probe; echoes a message back, or returns `pong`. A **System tool**: call itrql-queryRead-only RQL query, compact rows: `nodes | where class == "OmniLight3D" | select name props["light_energy"]`.rql-mutateRQL query ending with `set` / `call`: `nodes | where name starts-with "Enemy" | set Visible = false`,rql-schemaThe sources, functions and node classes in the edited scene; with a type name its members,script-readRead a `.cs` / `.gd` script file.script-createCreate a new script file.script-updateUpdate an existing script file's contents.script-deleteDelete a script file.script-attach-to-nodeAttach a script to a node.script-validateValidate GDScript (.gd) files and return structured parse/compile diagnostics.script-executeCompile and run C# in the editor (Roslyn, via [Code-Exec](https://github.com/IvanMurzak/Code-Exec)):screenshot-viewportCapture the editor viewport as a PNG.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-5": {
"command": "uvx",
"args": [
"--from",
"godot-mcp-uvx",
"godot-mcp"
],
"env": {
"GODOT_PATH": "YOUR_GODOT_PATH_HERE",
"DEBUG": "YOUR_DEBUG_HERE"
}
}
}
}
No confirmed install command for Godot MCP yet — follow the setup steps linked from its listing page rather than a guessed package name.