A side-by-side look at the Godot MCP and Godot Forge 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 Forge for gaming as a local process. You can also run both side by side in one mcpServers block.
ping, rql-query, rql-mutate.godot_run_tests, godot_search_docs, godot_get_diagnostics.Rows where the two servers differ are marked.
| Spec | G Godot MCP | |
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 55/100 · Good | 61/100 · Good |
| Install command | Not confirmed yet | Confirmed |
| Transport | — | Local subprocess (stdio) |
| Auth | No auth required | No auth required |
| Pricing | Not declared | Free |
| Required env vars | None listed | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 300 | 9 |
| Directory activity | 0 views 0 installs 0 upvotes | 5 views 0 installs 0 upvotes |
| Tools | 23 | 8 |
| Full listing | View Godot MCP | View Godot Forge |
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_run_testsRun GUT or GdUnit4 tests headlessly and return structured pass/fail results. Auto-detects the test framework. Returns total/passed/failed counts with failure details including file paths and line numbers.godot_search_docsSearch Godot 4.x API documentation. Returns class overviews, method details, or fuzzy search results. Automatically detects Godot 3 API queries and suggests Godot 4 equivalents — the #1 source of AI-generated GDScript bugs.godot_get_diagnosticsGet LSP diagnostics (errors, warnings) from Godot's built-in language server. Requires Godot editor to be running with the project open.godot_analyze_sceneParse .tscn scene files or .tres resource files and return structured analysis. Detects antipatterns (deep nesting, oversized scenes, missing scripts) and format errors (preload in .tres, custom class names in type field, integer resource IDs).godot_analyze_scriptAnalyse GDScript files for all 10 battle-tested pitfalls: Godot 3→4 API misuse, giant scripts, := on Variant, tight coupling, signal re-entrancy, autoload misuse, missing signal disconnect, _init() timing, Python-isms, and static func on autoloads.godot_run_projectLaunch, stop, or get debug output from a running Godot project. Captures stdout/stderr with timestamps.godot_screenshotCapture a viewport screenshot from the running Godot project. Returns base64-encoded PNG image. Requires a display server (not headless mode).godot_get_project_infoReturn project structure overview: project name, Godot version, scenes, scripts, autoloads, addons, and directory tree. Uses progressive disclosure — summary by default, full details on request.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": {
"gregario-godot-forge": {
"command": "npx",
"args": [
"-y",
"godot-forge"
]
}
}
}