The MCP server for Godot 4. Test runner, API docs, script analysis, and more.
AI coding assistants are structurally bad at GDScript. Models trained on data skewed towards Godot 3 hallucinate deprecated APIs (yield instead of await, KinematicBody instead of CharacterBody3D, export var instead of @export var). Godot Forge fixes this.
8 tools. Zero config. Works with every MCP-compatible IDE.
npx -y godot-forgeThat's it. Godot Forge auto-detects your Godot binary (Steam, Homebrew, direct download) and finds your project.godot automatically.
Claude Code
claude mcp add godot-forge -- npx -y godot-forgeCursor
Add to .cursor/mcp.json:
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}VS Code (Copilot)
Add to .vscode/mcp.json:
{
"servers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}Windsurf
Add to ~/.codeium/windsurf/mcp_config.json:
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}Zed
Add to settings.json:
{
"context_servers": {
"godot-forge": {
"command": {
"path": "npx",
"args": ["-y", "godot-forge"]
}
}
}
}Claude Desktop
Add to ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%/Claude/claude_desktop_config.json (Windows):
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}More IDEs (Codex, Gemini CLI, JetBrains, Continue, Cline, Roo Code, Neovim, OpenCode, Kiro)
See IDE Setup Guide for configuration snippets for all supported IDEs.
| Tool | Description | Needs Godot | Needs Editor |
|---|---|---|---|
godot_run_tests |
Run GUT/GdUnit4 tests, get structured pass/fail results | Yes | No |
godot_search_docs |
Search Godot 4 API docs with 3→4 migration mapping | No | No |
godot_analyze_script |
Detect 10 GDScript pitfalls (deprecated API, coupling, re-entrancy) | No | No |
godot_analyze_scene |
Parse .tscn/.tres, detect antipatterns and format errors | No | No |
godot_get_project_info |
Project structure overview with progressive disclosure | No | No |
godot_get_diagnostics |
LSP diagnostics from Godot's language server | No | Yes |
godot_run_project |
Launch/stop project, capture debug output | Yes | No |
godot_screenshot |
Capture viewport screenshot as base64 PNG | Yes | No |
Tip
6 of 8 tools work without Godot installed. Only test running, project launching, and screenshots need the binary.
Auto-detects GUT and GdUnit4. Returns structured JSON with pass/fail counts, failure details with file paths and line numbers. Supports filtering by script, method, or inner class.
Ask your AI: "Run the water profile tests"
→ { total: 5, passed: 5, failed: 0, duration_ms: 462 }
The #1 reason AI writes broken GDScript. When your AI queries a deprecated API, it gets the correct Godot 4 equivalent instantly (30+ mappings covering classes, methods, syntax, and constants).
Query: "KinematicBody" → "Renamed to CharacterBody3D in Godot 4"
Query: "yield" → "yield(obj, 'signal') → await obj.signal"
Query: "instance()" → "instance() → instantiate()"
Every pitfall detected from real game development:
| # | Pitfall | What It Catches |
|---|---|---|
| 1 | Godot 3→4 API | yield, connect("signal"), export var, instance() |
| 2 | Giant scripts | Over 300 lines. Should be split |
| 3 | := on Variant |
Type inference on Dictionary.get() causes parse errors |
| 4 | Tight coupling | Excessive get_node("../../...") references |
| 5 | Signal re-entrancy | Signal emitted between state changes |
| 6 | Autoload misuse | Too many autoloads, static func on autoloads |
| 7 | Missing disconnect | connect() without _exit_tree() cleanup |
| 8 | _init() timing |
Node tree access before node is in tree |
| 9 | Python-isms | List comprehensions, len(), Python imports |
| 10 | .tres type field | Custom class name instead of type="Resource" |
Parses .tscn and .tres files. Detects deep nesting (>8 levels), oversized scenes (>100 nodes), missing script references, preload() in .tres, integer resource IDs, and more.
Connects to Godot's built-in language server (runs automatically when the editor is open). Returns real compiler errors and warnings (no guesswork).
Note
Requires the Godot editor to be running with your project open. All other tools work without the editor.
Captures the game viewport as a PNG image. Loads the project's main scene (or a specified scene), waits for rendering, and returns the screenshot as base64 for the AI to see.
Auto-detected in this order:
GODOT_PATHenvironment variablegodot/godot4in PATH- Steam installation (macOS, Windows, Linux)
- Platform defaults (
/Applications/Godot.app, Homebrew, Scoop, Flatpak, Snap, etc.)
Override manually:
export GODOT_PATH="/path/to/godot"See Godot Detection for the full list of searched paths.
Auto-detected by walking up from the current directory to find project.godot. Override:
npx godot-forge --project /path/to/godot/project- Node.js 18+: for
npxexecution - Godot 4.x: auto-detected (optional for 6 of 8 tools)
- Any MCP-compatible IDE: Claude Code, Cursor, VS Code, Windsurf, Zed, and more
- Outcomes, not operations: Each tool delivers a complete result, not raw API wrapping
- 8 curated tools: No 93-tool context bloat (why this matters)
- Progressive disclosure: Summaries first, details on demand
spawn()notexec(): No command injection, no Windows quoting bugs- Actionable errors: Every error includes a suggestion the AI can act on
- Cross-platform: macOS, Windows, Linux. Steam and non-Steam installs.
Contributions are welcome! See CONTRIBUTING.md for guidelines.
- Bug reports: Open an issue
- Feature requests: Start a discussion
- Pull requests: Fork, branch, test, PR
git clone https://github.com/gregario/godot-forge.git
cd godot-forge
npm install
npm run build
npm test # 74 tests across 12 test files# Point your IDE at the local build
claude mcp add godot-forge-dev -- node /path/to/godot-forge/dist/index.jsSee ROADMAP.md for planned features.
Phase 2: Input simulation, runtime scene tree inspection, performance profiling, shader validation, export/CI pipeline.