Godot Forge
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.**
## Install
```bash
npx -y godot-forge
```
That's it. Godot Forge auto-detects your Godot binary (Steam, Homebrew, direct download) and finds your `project.godot` automatically.
### Add to your IDE
Claude Code
```bash
claude mcp add godot-forge -- npx -y godot-forge
```
Cursor
Add to `.cursor/mcp.json`:
```json
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}
```
VS Code (Copilot)
Add to `.vscode/mcp.json`:
```json
{
"servers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}
```
Windsurf
Add to `~/.codeium/windsurf/mcp_config.json`:
```json
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": ["-y", "godot-forge"]
}
}
}
```
Zed
Add to `settings.json`:
```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):
```json
{
"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](docs/ide-setup.md) for configuration snippets for all supported IDEs.
## Tools
| 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.
## Features
### Test Runner
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 }
```
### Godot 3→4 Migration Mapping
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()"
```
### Script Analysis: 10 Pitfalls
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"` |
### Scene Analysis
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.
### LSP Diagnostics
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.
### Screenshot Capture
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.
## Configuration
### Godot Binary
Auto-detected in this order:
1. `GODOT_PATH` environment variable
2. `godot` / `godot4` in PATH
3. Steam installation (macOS, Windows, Linux)
4. Platform defaults (`/Applications/Godot.app`, Homebrew, Scoop, Flatpak, Snap, etc.)
Override manually:
```bash
export GODOT_PATH="/path/to/godot"
```
See [Godot Detection](docs/godot-detection.md) for the full list of searched paths.
### Project Directory
Auto-detected by walking up from the current directory to find `project.godot`. Override:
```bash
npx godot-forge --project /path/to/godot/project
```
## Requirements
- **Node.js 18+**: for `npx` execution
- **Godot 4.x**: auto-detected (optional for 6 of 8 tools)
- **Any MCP-compatible IDE**: Claude Code, Cursor, VS Code, Windsurf, Zed, and [more](docs/ide-setup.md)
## Design Principles
- **Outcomes, not operations**: Each tool delivers a complete result, not raw API wrapping
- **8 curated tools**: No 93-tool context bloat ([why this matters](https://modelcontextprotocol.io/docs/concepts/tools#best-practices))
- **Progressive disclosure**: Summaries first, details on demand
- **`spawn()` not `exec()`**: 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.
## Contributing
Contributions are welcome! See [CONTRIBUTING.md](CONTRIBUTING.md) for guidelines.
- **Bug reports**: [Open an issue](https://github.com/gregario/godot-forge/issues/new)
- **Feature requests**: [Start a discussion](https://github.com/gregario/godot-forge/discussions)
- **Pull requests**: Fork, branch, test, PR
### Development
```bash
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
```
### Running locally
```bash
# Point your IDE at the local build
claude mcp add godot-forge-dev -- node /path/to/godot-forge/dist/index.js
```
## Roadmap
See [ROADMAP.md](ROADMAP.md) for planned features.
**Phase 2**: Input simulation, runtime scene tree inspection, performance profiling, shader validation, export/CI pipeline.
## Licence
[MIT](LICENSE)