# glade-mcp

An MCP server that wires AI clients into the Unity and Godot editors: scenes, scripts, physics, materials.

- MCP server · `type=mcp` · Claude Code, Codex, Cursor, GitHub Copilot, Windsurf (Devin Desktop), Cline, Zed, Gemini CLI · ★ 212
- Author: Glade-tool
- License: MIT · policy=link-only · description only; the file stays with the author
- Source: https://github.com/Glade-tool/glade-mcp
- Updated: 2026-10-21
- HTML: https://affpapa.org/en/nevibecode/mcp/glade-mcp

## What it does

The server probes both ports at startup and exposes the tool set that matches the running editor — Unity on `:8765`, Godot on `:8766`. Unity gets 275 tools across 20 categories, Godot 115 across 17: scenes and nodes, scripts, resources, signals, physics, 2D, audio, particles, animation, UI, lighting, export. Shared between them are one-call gameplay scaffolders (controllers, enemies, combat, menus, save system), a verification loop with screenshots and runtime-event observation, and surgical script editing with `find_references` and `rename_symbol`.

Each engine needs its bridge. Unity installs as a UPM package from a git URL in Package Manager and starts on its own. For Godot you drop the `com.gladekit.mcp-bridge/` folder into the project's `addons/` directory and enable the plugin in project settings. The bridge is editor-only and never runs in an exported game. Godot Mono and C# projects are not supported yet, so plan around GDScript.

Your AI client launches the server for you. You need `uv` installed, since the server runs as `uvx gladekit-mcp`. With both editors open at once, auto-detection can't decide — pin one with `GLADEKIT_MCP_FORCE_ENGINE=unity` or `=godot`.

## Requirements
- Needs: Python and uv (commands run via uvx)
- Works with: Unity, Godot

## Install

### Claude Code (native platform)

**Platform CLI**
```bash
claude mcp add glade-mcp -- uvx gladekit-mcp
```
uvx runs the command named after the package; if the README names another one, use uvx --from gladekit-mcp <command>

### Codex

**Platform CLI**
```bash
codex mcp add glade-mcp -- uvx gladekit-mcp
```
uvx runs the command named after the package; if the README names another one, use uvx --from gladekit-mcp <command>

### Cursor

**Config file**
File `.cursor/mcp.json`:
```json
{
    "mcpServers": {
        "glade-mcp": {
            "command": "uvx",
            "args": [
                "gladekit-mcp"
            ]
        }
    }
}
```
uvx runs the command named after the package; if the README names another one, use uvx --from gladekit-mcp <command>

### GitHub Copilot

**Config file**
File `.vscode/mcp.json`:
```json
{
    "servers": {
        "glade-mcp": {
            "type": "stdio",
            "command": "uvx",
            "args": [
                "gladekit-mcp"
            ]
        }
    }
}
```
uvx runs the command named after the package; if the README names another one, use uvx --from gladekit-mcp <command>

### Gemini CLI

**Platform CLI**
```bash
gemini mcp add glade-mcp uvx gladekit-mcp
```
uvx runs the command named after the package; if the README names another one, use uvx --from gladekit-mcp <command>

## When to use it
- build a scene and place nodes without leaving the editor
- find every reference to a symbol and rename it across the project
- check how the game looks at runtime from screenshots
- scaffold a controller, enemies and menus in one call
- export the project for a target platform

## Example prompts
- Build a level scene with a player, a camera and a couple of enemies
- Find all references to `PlayerController` and rename it to `HeroController`
- Take a screenshot of the game view and tell me what's happening on screen

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