A side-by-side look at the Godot MCP and Godot 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; choose Godot for gaming as a local process. You can also run both side by side in one mcpServers block.
ping, rql-query, rql-mutate.godot_find_project, godot_list_projects, godot_get_workspace.Rows where the two servers differ are marked.
| Spec | G Godot MCP | |
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 55/100 · Good | 55/100 · Good |
| Install command | Not confirmed yet | Confirmed |
| Transport | — | Local subprocess (stdio) |
| Auth | No auth required | Not declared |
| Pricing | Not declared | Not declared |
| Required env vars | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 300 | 2 |
| Directory activity | 0 views 0 installs 0 upvotes | 1 views 0 installs 0 upvotes |
| Tools | 23 | 40 |
| Full listing | View Godot MCP | View Godot |
pingLightweight 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.godot_find_projectFind the Godot project root by searching for project.godot.godot_list_projectsList every Godot project under the MCP sandbox directory.
Use this when the MCP process cwd is not inside a project or you need to pick among several games.
Returns:
workspace root and a list of {root, name} for each project.godot foundgodot_get_workspaceReturn the sandbox directory for this server.
Every project path, write, and Asset Library download must stay under this tree unless
you change GODOT_MCP_ROOT and restart the server.
Returns:
Absolute workspace path and configuration hintsgodot_create_projectCreate a Godot project under the MCP workspace: writes project.godot and a starter .tscn (what the
Project Manager also creates on disk). When run_godot_import is true and GODOT_MCP_ALLOW_GODOT_EXEC=1,
runs the Godot editor in headless import mode (--import) so the .godot/ cache folder exists and
resources are processed—this is the engine's own initialization step; there is no separate
"create project" binary in Godot.godot_get_project_infoGet detailed information about the Godot project.godot_list_scenesList all .tscn scene files in the Godot project.godot_list_scriptsList all .gd script files in the Godot project.godot_list_resourcesList all .tres resource files in the Godot project.godot_find_assetsFind assets by extension.godot_read_sceneRead and parse a scene file.godot_read_scriptRead and parse a GDScript file.godot_create_scriptCreate a new GDScript file.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.
No confirmed install command for Godot MCP yet — follow the setup steps linked from its listing page rather than a guessed package name.
{
"mcpServers": {
"godot": {
"command": "uvx",
"args": [
"godot-mcp-server"
]
}
}
}