A side-by-side look at the Godot Forge 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 Forge 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.
godot_run_tests, godot_search_docs, godot_get_diagnostics.gdscript_status, gdscript_definition, gdscript_references.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 61/100 · Good | 61/100 · Good |
| 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 | None listed |
| Verified owner | Community listing | Community listing |
| GitHub stars | 9 | 10 |
| Directory activity | 5 views 0 installs 0 upvotes | 3 views 0 installs 0 upvotes |
| Tools | 8 | 33 |
| Full listing | View Godot Forge | View Godotlens MCP |
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.gdscript_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": {
"gregario-godot-forge": {
"command": "npx",
"args": [
"-y",
"godot-forge"
]
}
}
}
{
"mcpServers": {
"pzalutski-pixel-godotlens-mcp": {
"command": "npx",
"args": [
"-y",
"godotlens-mcp"
]
}
}
}