# GladeKit MCP Connect Cursor, Claude Code, Windsurf, Claude Desktop, and other AI clients directly to your Unity or Godot editor. **Unity (2021.3+):** 275 tools across 20 categories, full Unity-aware system prompt, GLADE.md project context, script semantic search, skill calibration, free CC0 asset pipeline, cloud intelligence layer with RAG and cross-session memory. **Godot (4.3+):** 115 native tools across 17 categories - scene/node, scripts, resources, signals, physics and edit-time spatial queries, 2D (sprites, tilemaps, parallax), audio, particles, animation and AnimationTree, camera, navigation, UI, lighting and WorldEnvironment, runtime, export, and project introspection. **Both engines:** one-call vetted gameplay scaffolders (controllers, enemies, combat, menus, save system), a verification loop (`look_at_game_view` screenshots, runtime-event observation, playability probes), surgical script editing with true `find_references` / `rename_symbol`, and build/export tools so the agent can ship what it built. The MCP server auto-detects which editor is running (Unity on `:8765`, Godot on `:8766`) and exposes the matching tool set. ![GladeKit MCP Demo](https://raw.githubusercontent.com/Glade-tool/glade-mcp/main/assets/demo.gif) --- ## Quick Start ### 1. Install the editor bridge GladeKit MCP supports both Unity and Godot. Both bridges live in this repo: [`unity-bridge/`](https://github.com/Glade-tool/glade-mcp/tree/main/unity-bridge) is a UPM package, [`godot-bridge/`](https://github.com/Glade-tool/glade-mcp/tree/main/godot-bridge) wraps the editor addon at `godot-bridge/addons/com.gladekit.mcp-bridge/`. Install the one for your engine.
Unity (2021.3+) In Unity, open **Window > Package Manager > + > Add package from git URL...** ``` https://github.com/Glade-tool/glade-mcp.git?path=/unity-bridge ``` The Unity bridge starts automatically on `localhost:8765`. **Window > GladeKit MCP** shows bridge / client status and has one-click **Copy MCP Config** and **Copy Unity AI Gateway Config** buttons.
Godot (4.3+) 1. Download `com.gladekit.mcp-bridge.zip` from the latest [Godot bridge release](https://github.com/Glade-tool/glade-mcp/releases?q=godot&expanded=true). (Grab the zip asset under **Assets** - not "Source code".) From source instead: copy `godot-bridge/addons/com.gladekit.mcp-bridge/` out of this repo. 2. Move the `com.gladekit.mcp-bridge/` folder into your project's `addons/` directory, so the final path is `/addons/com.gladekit.mcp-bridge/plugin.cfg`. 3. In Godot: **Project → Project Settings → Plugins** → enable **GladeKit MCP Bridge**. The Godot bridge starts automatically on `localhost:8766`. You should see a confirmation line in the editor Output panel: ``` [GladeKit MCP Bridge] listening on ws://127.0.0.1:8766 (v0.7.14, 115 tools registered, thread-polled at 200Hz) ``` The bridge writes a per-session auth token to `~/.gladekit/godot-bridge-8766.token`; the MCP server picks it up automatically, so a web page can't drive your editor through the local socket. **Supported:** Godot 4.3+ GDScript projects, Forward+ and Compatibility renderers, 2D and 3D. **Not yet supported:** Godot Mono / C# projects. The bridge is editor-only; it never runs in exported games.
Engine auto-detection: the MCP server probes both ports on startup and exposes the matching tool set. Running both editors at once? Set `GLADEKIT_MCP_FORCE_ENGINE=unity` or `=godot` to pin a specific engine. ### 2. Connect your AI client Install [uv](https://docs.astral.sh/uv/getting-started/installation/) (one-time): - **Mac/Linux:** `curl -LsSf https://astral.sh/uv/install.sh | sh` - **Windows:** `powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"` Then add the MCP config to your AI client. The client launches the MCP server automatically - no manual server step.
Claude Code **Option A: one-liner (recommended)** - **Mac/Linux:** `claude mcp add --transport stdio gladekit-mcp --scope user -- uvx gladekit-mcp` - **Windows:** `claude mcp add --transport stdio gladekit-mcp --scope user -- cmd /c uvx gladekit-mcp` **Option B: manual config** If you cloned this repo, the `.mcp.json` auto-connects. Otherwise add to your Claude Code MCP settings: ```json { "mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"] } } } ```
Cursor `Cursor Settings > MCP > Add new MCP server`: ```json { "mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"] } } } ```
Claude Desktop Edit `~/Library/Application Support/Claude/claude_desktop_config.json` (Mac) or `%APPDATA%\Claude\claude_desktop_config.json` (Windows): ```json { "mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"] } } } ```
Cline (VS Code extension) Open Cline's MCP settings file (auto-created on first MCP use): - **Mac:** `~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json` - **Windows:** `%APPDATA%\Code\User\globalStorage\saoudrizwan.claude-dev\settings\cline_mcp_settings.json` - **Linux:** `~/.config/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json` Add: ```json { "mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"] } } } ```
Windsurf In Windsurf, open **Windsurf Settings → MCP Servers → Open MCP Registry**, then click the settings (gear) icon to open `mcp_config.json`. Add the snippet below (or edit `~/.codeium/windsurf/mcp_config.json` directly): ```json { "mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"] } } } ```
Unity AI Gateway (native in-editor) Unity's built-in AI Assistant can connect to GladeKit via MCP. This gives you GladeKit's 275 tools directly inside the Unity Editor - no external AI client needed. **Requires:** Unity 6000.3+ with AI Gateway package (`com.unity.ai.assistant@2.x`) 1. In Unity, go to **Edit > Project Settings > AI > MCP Servers** 2. Click **Open Config File** and paste (or use **Window > GladeKit MCP > Copy Unity AI Gateway Config**): ```json { "enabled": true, "path": "", "mcpServers": { "gladekit-mcp": { "type": "stdio", "command": "uvx", "args": ["gladekit-mcp"] } } } ``` 3. Under **Path Configuration**, paste your terminal's PATH into **User Path** so Unity can find `uvx`. To get your PATH: - **Mac/Linux:** `echo $PATH` - **Windows:** `echo %PATH%` 4. Click **Refresh Config File and Reload Servers** 5. Verify the server shows **StartedSuccessfully** in the Servers section > **Tip:** If `uvx` isn't found, add the directory containing it to the `path` field in the config (e.g., `"/opt/homebrew/bin"` on Mac or `"C:\\Users\\\\.local\\bin"` on Windows). Alternatively, use `pip install gladekit-mcp` and set `"command": "python"` with `"args": ["-m", "gladekit_mcp"]`. > **Troubleshooting:** If the server shows **FailedToStart**, click **Inspect** for error details. The most common cause is PATH - Unity's PATH differs from your terminal's PATH. See the [Troubleshooting](#troubleshooting) section below. > **Paid tier (`GLADEKIT_API_KEY`):** To enable RAG knowledge base and cross-session memory on any client, add the key to the `env` field of your config. See [Cloud intelligence](#cloud-intelligence) below.
VS Code (GitHub Copilot) Add to `.vscode/mcp.json` in your workspace: ```json { "servers": { "gladekit-mcp": { "type": "stdio", "command": "uvx", "args": ["gladekit-mcp"] } } } ```
--- ## Why GladeKit? | Feature | GladeKit MCP | unity-mcp (CoplayDev) | godot-mcp (Coding-Solo) | | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------- | -------------------------------------------------------- | | Engines | **Unity and Godot**, auto-detected from one server | Unity | Godot | | Tools | **275 Unity + 115 Godot**, granular | 48 consolidated (`action` enums) | 14 | | Editor link | Live editor session (HTTP `:8765` / WebSocket `:8766`) | Live editor session | Spawns `godot --headless` per call, edits `.tscn` on disk | | Gameplay scaffolders | **One-call vetted templates** - controllers, enemies, projectiles, health + HUD, game manager, menus, moving platforms, save system | None | None | | Verification loop | **`look_at_game_view`** screenshots, runtime-event stream, playability probe, play-verify heal gate, `compile_scripts` | Screenshots, console read, test runner | `run_project` + raw stdout | | Script editing | Outline / partial reads, anchor edits, **true `find_references` / `rename_symbol`** (lexical scanner) | Anchor / regex edits, Roslyn validation | No script tools | | Build / export | **Both engines** (`build_player`, `export_project`) | Unity | None (MeshLibrary only) | | Assets | **Free CC0 pipeline** with license audit | AI generation (BYO Tripo / Meshy / fal keys) | None | | Project context | **GLADE.md** + live prompt (render pipeline, input system, skill level) | Static instructions | None | | Script search | **Semantic search** via OpenAI embeddings (bring your own key) | Regex `find_in_file` | None | | Memory | In-session (`remember_for_session`) + cross-session (cloud) | None | None | | Safety | Undo-registered edits, pre-mutation backups, overwrite guards, per-session token auth, read-only mode | SHA-guarded script edits | None | | Tests | 269 pytest + 37-case eval on 3 MCP SDK versions, schema↔bridge parity guards, Unity NUnit + Godot GUT suites | Unity CI matrix + NL suite | None | | License | MIT | MIT | MIT | Verified against the unity-mcp v10.1.2 and godot-mcp 0.1.1 sources on 2026-08-29. godot-mcp is the most-starred Godot server; the closest *active* in-editor alternative, [godot-ai](https://github.com/hi-godot/godot-ai) (46 tools), has screenshots and batch execution but no scaffolders, refactoring, asset pipeline, export, or memory. All core features are **free and local**. The cloud intelligence layer is optional and requires a `GLADEKIT_API_KEY`. --- ## Features
275 Unity tools + 115 Godot tools **Unity (20 categories):** Scene • GameObjects • Scripts • Prefabs • Materials • Lighting • VFX & Audio • Animation • IK • Physics (3D & 2D) • Tilemaps • Camera • UI • Input System • Terrain & NavMesh • Profiler • Gameplay scaffolders • Runtime & diagnostics • Build • Asset pipeline All 275 tools are dispatchable. Claude Code sees ~90 curated core tools by default (Claude Code has a practical 128-tool limit; Unity AI Gateway has a cloud token budget). Use `get_relevant_tools` to discover extended tools for specialized work (blend trees, NavMesh, IK, Cinemachine, etc.). **5 meta-tools:** `get_relevant_tools` (task-based tool discovery + RAG context), `remember_for_session` (store facts), `recall_session_memories` (retrieve facts), `batch_execute` (multi-step tool dispatch), `search_project_scripts` (semantic code search, Unity only). The first four work on both engines. **9 MCP resources (Unity):** bridge health, project context, project info, scene hierarchy, project scripts, current selection, GLADE.md, session memory, and batch-discipline telemetry. **Godot (17 categories):** all 115 tools are exposed directly (no core filtering needed), plus the four engine-agnostic meta-tools. Read-only tools carry the MCP `readOnlyHint` annotation so clients can auto-approve them.
One-call gameplay scaffolders Vetted, self-wiring templates that write known-good scripts verbatim and assemble the scene around them - carrying the game-feel details a from-scratch script tends to drop (coyote time, jump buffering, variable jump height, normalized diagonals). Re-running one reuses what already exists instead of duplicating it. - **Players:** `create_third_person_controller` (3D, both engines), `create_platformer_controller` / `create_top_down_controller` (Unity), `create_2d_controller` (Godot). - **Combat:** `create_projectile`, `create_health`, `create_health_bar`, `create_enemy` (Unity) / `create_enemy_2d` + `create_enemy_3d` (Godot), `create_hit_vfx`. - **Game loop:** `create_game_manager` (score, lives, win/lose), `create_collectible`, `create_hazard`, `create_level_system`, `create_loot_drop`, `create_save_system`. - **Flow and feel:** `create_main_menu`, `create_pause_menu`, `create_scene_transition`, `create_moving_platform`, `create_screen_shake`, `create_juice`, `create_particles_2d` / `_3d`, `create_sound_effects`. Batch layout tools (`set_transform_batch`, `set_node_transform_batch`, `arrange_nodes`, `snap_to_ground`) place dozens of objects in one call instead of one round-trip each.
Verify what you built - **See it:** `look_at_game_view` returns a screenshot of the rendered view so the model catches invisible, missing, or mispositioned objects that inspection alone cannot. - **Watch it run:** `start_runtime_observation` / `get_runtime_events` stream a cursored, fingerprinted error feed from the play session; `get_unity_console_logs` / `get_godot_console_logs` for the raw log. - **Play-test it:** `start_playability_probe` (Unity) and `run_gameplay_probe` (Godot) drive the player with input and report PASS/FAIL; Godot's `run_project` has a `verify` mode that runs, captures, and reports. - **Compile and ship it:** `compile_scripts` (Unity); `build_player` + `get_build_status` (Unity) and `create_export_preset` + `export_project` (Godot, including Web). - **Diagnose stalls (Godot):** an editor main-thread watchdog turns "timed out" into "editor wedged for 12s - dismiss the modal dialog" with `possible_solutions`.
Surgical script editing `get_script_content` supports outline mode (a structural map of a large file) and line-ranged partial reads; `modify_script` applies anchor-based edits. `find_references` and `rename_symbol` use a lexical scanner (C# and GDScript) that matches whole identifiers only, so a rename shows its real blast radius before it happens. `create_script` / `modify_script` refuse to clobber existing project scripts unless asked.
GLADE.md Create a `GLADE.md` file in your Unity project root. The MCP server reads it and injects it into every request. Works as a permanent context layer: your game's design intent, conventions, and constraints are always in scope. ```markdown # My Game Genre: 3D platformer Player: CharacterController, double jump enabled Art style: pixel art, 16x16 sprites Naming: PascalCase for scripts, snake_case for folders ```
Script semantic search Set `OPENAI_API_KEY` in your MCP config's `env` field and the server ranks project scripts by semantic similarity to your query. Ask "how does the enemy spawn?" and the right script surfaces, even if it's not named `EnemySpawner`. Everything needed ships with the package; no install flags or extras required. Get a key at [platform.openai.com/api-keys](https://platform.openai.com/api-keys) (pay-as-you-go, pennies per search via `text-embedding-3-small`). ```json { "mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"], "env": { "OPENAI_API_KEY": "sk-..." } } } } ``` Without the key, `search_project_scripts` still returns scripts - just unranked. Keys are never sent anywhere except OpenAI's embedding endpoint.
Skill calibration The server tracks vocabulary across your messages and detects whether you're a Unity beginner or expert. Beginners get plain-language explanations and encouraging framing. Experts get terse, technical responses. Calibration persists to `.gladekit/skill_level.json` in your project.
Asset pipeline (free CC0 imports) Three tools for finding and importing free, commercially-usable assets directly from your AI client, on both engines. All assets are CC0 (public domain, no attribution required). v1 ships [Kenney.nl](https://kenney.nl) packs (catalog refreshed weekly); additional providers (Freesound, Quaternius, AI generation) are on the roadmap. | Tool | Purpose | | ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | `find_asset` | Search ranked candidates by description, asset type, style, and license. Read-only, no editor dispatch. | | `import_asset` | Download, extract, place under `Assets/` (or `res://`), configure import settings for the asset type, and write a `.gladekit-asset.json` sidecar with license metadata. Requires explicit `licenseAcknowledged: true`. | | `list_imported_assets` | Walk the project's sidecars and surface a license audit (license counts, attribution-required count). Useful before a commercial release. | **Example workflow** (Cursor, Claude Code, Windsurf use the same pattern): > **You:** I'm prototyping a 2D platformer and need placeholder character + tile art. Find me something free. The AI calls `find_asset`: ```json { "description": "platformer character and tiles", "asset_type": "sprite_2d", "max_results": 5 } ``` Result (truncated): ```json { "success": true, "candidates": [ { "id": "kenney/platformer-pack-redux", "name": "Platformer Pack Redux", "description": "360+ side-scrolling platformer sprites: characters, enemies, tiles, items, hazards.", "license": "CC0-1.0", "license_summary": "Public domain. No attribution required for any use, including commercial.", "official_page": "https://kenney.nl/assets/platformer-pack-redux", "approx_assets": 360, "score": 0.92 }, { "id": "kenney/pixel-platformer", "score": 0.71, ... }, { "id": "kenney/tiny-town", "score": 0.45, ... } ], "count": 3 } ``` > **You:** Let's go with Platformer Pack Redux. Import it to `Assets/Sprites/Platformer/`. I accept the CC0 license. The AI calls `import_asset`: ```json { "candidateId": "kenney/platformer-pack-redux", "assetType": "sprite_2d", "licenseAcknowledged": true, "targetPath": "Assets/Sprites/Platformer/" } ``` The MCP server resolves the download URL locally (catalog is bundled with the server, no cloud dependency), passes it to the Unity bridge, which downloads, extracts, configures `TextureImporter` for each sprite (Texture Type = Sprite, Filter Mode = Point, Uncompressed) and writes the license sidecar. Result: ```json { "success": true, "message": "Imported 360 file(s) from kenney/platformer-pack-redux to Assets/Sprites/Platformer/", "downloadedBytes": 1842340, "importedFileCount": 360, "configuredImportSettings": 354, "license": "CC0-1.0", "sidecarPath": "Assets/Sprites/Platformer/.gladekit-asset.json" } ``` The sprites appear in the Unity Project window, ready to drop into a scene. > **You:** Before I ship, audit my imported assets. Anything that needs attribution? The AI calls `list_imported_assets`: ```json { "success": true, "count": 1, "licenseCounts": { "CC0-1.0": 1 }, "attributionRequiredCount": 0, "entries": [ { "candidate_id": "kenney/platformer-pack-redux", "license": "CC0-1.0", "asset_type": "sprite_2d", "imported_at": "2026-05-10T09:37:42Z", "target_path": "Assets/Sprites/Platformer/", "imported_file_count": 360, "sidecar_path": "Assets/Sprites/Platformer/.gladekit-asset.json" } ] } ``` CC0 needs no attribution; the audit report is empty for required attributions. If you imported a CC-BY asset later, it would surface here so you remember to credit it. **Security and license discipline:** - The LLM never sees download URLs. URL resolution happens cloud/MCP-side; the bridge tool refuses if the resolved fields are missing or LLM-injected. - `licenseAcknowledged: true` is required on every `import_asset` call. The bridge refuses without it. Do not set it without explicit user confirmation. - The bridge validates `_resolvedUrl`'s host against a per-provider allowlist (`AssetPipelineGuard.IsResolvedUrlHostAllowed`) before downloading. Even a client bypassing both the cloud and MCP preprocessors cannot smuggle in an arbitrary download URL; unknown hosts fail closed. HTTPS only. - Every imported asset bundle gets a `.gladekit-asset.json` sidecar recording the candidate id, provider, license, attribution string, source URL, and timestamp. `list_imported_assets` reads these for the audit report. - Asset Pipeline tools are gated by `AssetPipelineGuard` on the bridge side. A misconfigured client cannot bypass it. **Disabling the pipeline (for studio / curated-asset workflows):** Set `GLADEKIT_MCP_DISABLE_ASSET_PIPELINE=1` in the MCP server's environment to suppress the three tools entirely. They will not appear in the tool list and dispatch will refuse with a clear error. This is the recommended setting for projects that already have a managed asset workflow (Perforce-tracked libraries, internal asset stores) where AI-driven external downloads aren't appropriate. ```json { "mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"], "env": { "GLADEKIT_MCP_DISABLE_ASSET_PIPELINE": "1" } } } } ``` The Unity bridge enforces the same gate via `EditorPrefs` (`GladeAI.AssetPipelineEnabled`, default `true`). Toggle it via `POST http://localhost:8765/api/settings { "assetPipelineEnabled": false }`.
Safety and security - **Reversible:** scaffolds and batch edits register with the editor's Undo stack (Unity) or take pre-mutation backups in `.gladekit-backups/` with node revert (Godot). `create_script` / `modify_script` refuse to overwrite real project scripts without an explicit flag. - **Loopback only:** both bridges bind `127.0.0.1`. The Godot bridge requires a per-session token (`~/.gladekit/godot-bridge-.token`) on every request except `health`, closing the cross-site WebSocket drive-by. The Unity bridge enforces localhost access control and path-traversal guards on its file endpoints. - **Play-mode safety:** editing tools refuse to run while the editor is playing; read-only tools run in either mode. - **Read-only sessions:** `GLADEKIT_GODOT_READ_ONLY=1` (or `gladekit/read_only_mode` in project settings) makes the Godot bridge refuse every mutating tool - for audits, reviews, and demos.
Cloud intelligence Set `GLADEKIT_API_KEY` in your MCP config's `env` field to unlock cloud-powered features: - **RAG knowledge base** - `get_relevant_tools` queries a curated, engine-aware knowledge base (API corrections, error patterns) and injects results alongside tool recommendations. Godot sessions retrieve Godot docs, not Unity content. - **Cross-session persistent memory** - facts stored with `remember_for_session` persist across sessions and are re-injected into the system prompt. - **Convention extraction** - coding patterns (naming, architecture, preferences) are distilled from your accumulated memories and surfaced in future sessions. All cloud features degrade gracefully: if the key is missing or the cloud is unreachable, everything works normally. ```json { "mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"], "env": { "GLADEKIT_API_KEY": "your-api-key" } } } } ```
Transports (stdio + streamable HTTP) GladeKit MCP supports two transports. **stdio is the default** and works with all MCP clients - every config above uses stdio. The server supports both MCP SDK 1.x and 2.x (`mcp[cli]>=1.10,<3`) and is tested at the floor, the newest 1.x, and the newest 2.x. **Streamable HTTP** is for clients that prefer URL-based config (Claude Desktop URL mode, custom clients). Launch the server manually, then point your client at the URL: ```bash # Defaults: host=127.0.0.1, port=8767, path=/mcp gladekit-mcp --transport http # Custom host/port/path gladekit-mcp --transport http --host 127.0.0.1 --port 9000 --path /mcp ``` Endpoints: - `POST/GET/DELETE http://127.0.0.1:8767/mcp` - MCP streamable-HTTP endpoint - `GET http://127.0.0.1:8767/health` - liveness check **Security defaults:** - Binds **loopback-only** (`127.0.0.1`). Use `--host 0.0.0.0` to expose on LAN - opt-in only. - **DNS-rebinding protection** enabled for loopback binds: requests with a `Host` header other than `127.0.0.1:` or `localhost:` are rejected with `421 Misdirected Request`. - Non-loopback binds disable rebinding protection (you've taken responsibility for the network) and print a warning on startup. **Client config example:** ```json { "mcpServers": { "gladekit-mcp": { "url": "http://127.0.0.1:8767/mcp" } } } ```
Environment Variables MCP server (set in your client config's `env` field): | Variable | Required | Description | | -------------------------------------- | -------- | ------------------------------------------------------------------------------------------------------- | | `UNITY_BRIDGE_URL` | No | Unity bridge URL (default: `http://localhost:8765`) | | `GODOT_BRIDGE_URL` | No | Godot bridge URL (default: `ws://localhost:8766/`) | | `GLADEKIT_MCP_FORCE_ENGINE` | No | `unity` or `godot` - skip auto-detection when both editors are open | | `OPENAI_API_KEY` | No | Enables script semantic search via embeddings ([get one](https://platform.openai.com/api-keys)) | | `GLADEKIT_API_KEY` | No | Enables RAG knowledge base, cross-session memory, convention extraction | | `GLADEKIT_MCP_DISABLE_ASSET_PIPELINE` | No | Set to `1` to suppress `find_asset` / `import_asset` / `list_imported_assets` (curated-asset workflows) | | `GLADEKIT_MCP_SUPPRESS_BRIDGE_WARNING` | No | Set to `1` to silence the stderr warning when the Unity or Godot bridge is older than recommended | Godot bridge (set in your shell *before* launching Godot): | Variable | Description | | ----------------------------- | --------------------------------------------------------------------------- | | `GLADEKIT_GODOT_BRIDGE_PORT` | Listen port (default `8766`) | | `GLADEKIT_GODOT_READ_ONLY` | Set to `1` to refuse every mutating tool for this editor session | | `GLADEKIT_GODOT_NO_AUTH` | Set to `1` to disable per-session token auth (for older clients; opt-in) |
Troubleshooting **Unity bridge not connecting** - Open Unity and wait for it to finish importing assets - the bridge starts automatically - Check **Window > GladeKit MCP** in Unity - the Bridge and AI Client indicators show connection status; **Restart** rebinds the server and the Diagnostics panel shows recent bridge faults - Verify nothing else is using port 8765: `lsof -i :8765` (Mac/Linux) or `netstat -ano | findstr 8765` (Windows) **Godot bridge not connecting** - Confirm the plugin is enabled and the Output panel shows the `listening on ws://127.0.0.1:8766` line; a bind failure prints the `GLADEKIT_GODOT_BRIDGE_PORT` override instructions - `authentication failed` in tool errors: the MCP server couldn't read `~/.gladekit/godot-bridge-8766.token`. Restart Godot (it rewrites the token) or, for an older client, set `GLADEKIT_GODOT_NO_AUTH=1` before launching Godot - Tool calls time out while a dialog is open: the editor's main thread is blocked. Dismiss the dialog; the error names the stall duration **AI client can't find `uvx`** - Install [uv](https://docs.astral.sh/uv/getting-started/installation/): `curl -LsSf https://astral.sh/uv/install.sh | sh` (Mac/Linux) or `pip install uv` - Or use `pip install gladekit-mcp` and change the config command from `"uvx"` to `"python"` with args `["-m", "gladekit_mcp"]` **Tools not appearing in Claude Code** - Claude Code has a practical ~128-tool limit. GladeKit shows ~90 curated core tools by default - this is intentional. All 275 are dispatchable: use `get_relevant_tools` to find extended tools by task description. **`GLADE.md` not being picked up** - The file must be named exactly `GLADE.md` (case-sensitive on Mac/Linux) and placed in the Unity project root (same directory as `Assets/`, `Packages/`, `ProjectSettings/`) **Stderr warning: `Unity bridge X.Y.Z is older than recommended`** - Unity caches UPM git packages and never refetches, so an `?path=unity-bridge` install drifts behind `main` over time. Update via Unity → **Window > Package Manager > GladeKit MCP Bridge > Update**, or pin the manifest entry to a specific tag so future updates are explicit: ```json "com.gladekit.mcp-bridge": "https://github.com/Glade-tool/glade-mcp.git?path=unity-bridge#v0.7.23" ``` - The same warning also appears as a one-shot prefix on the next tool response so you see it in chat. To silence both: add `"GLADEKIT_MCP_SUPPRESS_BRIDGE_WARNING": "1"` to the `env` of your MCP client config. For Godot, replace the addon folder with the latest release zip. **Unity AI Gateway - server shows FailedToStart** - Click **Inspect** in the Servers section for the error message - Most common cause: Unity can't find `uvx`. Under **Path Configuration**, paste your terminal's full PATH into **User Path**, then click **Refresh Config File and Reload Servers** - On Windows: `echo %PATH%` in Command Prompt. On Mac/Linux: `echo $PATH` - Alternative: use `pip install gladekit-mcp` and set the command to `"python"` with args `["-m", "gladekit_mcp"]` - avoids the `uvx` PATH dependency - Validate outside Unity first: run `uvx gladekit-mcp` in a terminal (you should see the `gladekit-mcp v...` banner on stderr)
Architecture ``` [AI Client: Cursor / Claude Code / Windsurf / Claude Desktop / Unity AI Gateway] | | stdio or HTTP MCP protocol v [gladekit_mcp Python process] bridge.py -> probes :8765 (Unity, HTTP) and :8766 (Godot, WebSocket), picks the engine prompts.py -> system prompt (auto-reads render pipeline, input system, GLADE.md) tools/ -> 275 Unity tool schemas + dispatch schemas/godot/ -> 115 Godot tool schemas asset_pipeline/ -> bundled CC0 catalog + URL resolution cloud.py -> optional GLADEKIT_API_KEY -> api.gladekit.com | | | HTTP localhost:8765 | WebSocket localhost:8766 (+ session token) v v [Unity Bridge -- C# Editor extension] [Godot Bridge -- GDScript EditorPlugin] unity-bridge/ (UPM package) godot-bridge/addons/com.gladekit.mcp-bridge/ UnityBridgeServer.cs -> HttpListener ws_server.gd -> TCPServer + WebSocketPeer 275 ITool implementations 115 tool implementations (main-thread dispatch) UnityContextGatherer, PlayModeObserver, context_gatherer, play_session_manager, BackupManager, BuildManager backup_manager, export_manager, bridge_auth ```
Contributing Each bridge is the source of truth for its tools; the Python server mirrors the schema. CI (`ruff` + `pytest` + the eval harness, on three MCP SDK versions) runs on every change to `mcp-server/`, `unity-bridge/`, or `godot-bridge/`, and a schema↔bridge field-parity test fails if an argument exists on one side only. Adding a tool takes three changes. **Unity** 1. **C# implementation** (`unity-bridge/Editor/Tools/Implementations//MyTool.cs`): ```csharp public class MyTool : ITool { public string Name => "my_tool"; public string Execute(Dictionary args) { // ... Unity Editor API calls ... return ToolUtils.CreateSuccessResponse("Done", extras); } } ``` 2. **C# registration** (`unity-bridge/Editor/Tools/Registrars/Tools.cs`): add `Register(new MyTool());`. Registration is explicit — an unregistered tool compiles fine but returns "Tool was blocked from executing or null." when dispatched. 3. **Python schema** (`mcp-server/src/gladekit_mcp/tools/.py`): add an entry to the category's tool list following the existing format (OpenAI function-calling schema). **Godot** 1. **GDScript implementation** (`godot-bridge/addons/com.gladekit.mcp-bridge/tools/implementations//my_tool.gd`) extending `i_tool.gd`; set `tool_name` and `requires_edit_mode` in `_init()` and return `ToolUtils.success(...)` / `ToolUtils.error(...)`. 2. **Registration** in `godot-bridge/addons/com.gladekit.mcp-bridge/bridge/tool_registry.gd` (`register_tool(MyTool.new())`). 3. **Python schema** (`mcp-server/src/gladekit_mcp/schemas/godot/.py`). See [`godot-bridge/README.md`](https://github.com/Glade-tool/glade-mcp/blob/main/godot-bridge/README.md) for the wire protocol and GUT test setup, and [`mcp-server/CHANGELOG.md`](https://github.com/Glade-tool/glade-mcp/blob/main/mcp-server/CHANGELOG.md) for release history.
--- **License:** MIT - see [LICENSE](LICENSE). The [GladeKit desktop app](https://gladekit.com) is a separate commercial product that layers streaming, miss recovery, and a memory UI on top of this MCP server.