# Godot Forge

An MCP server that gives your coding assistant eight Godot 4 tools: test runs, API lookup, GDScript and scene checks, LSP diagnostics.

- MCP server · `type=mcp` · Claude Code, Codex, Cursor, GitHub Copilot, Windsurf (Devin Desktop), Cline, Zed, Gemini CLI · ★ 9
- Author: gregario
- License: MIT · policy=link-only · description only; the file stays with the author
- Source: https://github.com/gregario/godot-forge
- Updated: 2026-04-26
- HTML: https://affpapa.org/en/nevibecode/mcp/godot-forge

## What it does

Ask an assistant for GDScript and you often get Godot 3 code back: `yield` where `await` belongs, `KinematicBody` instead of `CharacterBody3D`, `export var` instead of `@export var`. Godot Forge answers those lookups with the Godot 4 form. The mapping covers more than 30 entries across classes, methods, syntax and constants.

Eight tools ship with the server. `godot_run_tests` finds GUT or GdUnit4 on its own and returns JSON with pass and fail counts plus file paths and line numbers; you can narrow a run to one script, method or inner class. `godot_analyze_script` reports ten GDScript pitfalls, among them deprecated API calls, long `get_node("../../...")` chains and signal re-entrancy. `godot_analyze_scene` reads `.tscn` and `.tres` files, `godot_get_project_info` outlines the project, and `godot_get_diagnostics` pulls real compiler errors from Godot's language server.

Six of the eight tools run without Godot installed. Tests, project launch and screenshots need the binary; LSP diagnostics also need the editor open on your project. The server looks for Godot in `GODOT_PATH` first, then `godot` or `godot4` on `PATH`, then Steam and platform default locations. Keep Godot somewhere unusual and the binary stays invisible until you set `GODOT_PATH`.

## Requirements
- Needs: Node.js (commands run via npx)
- Environment variables: `GODOT_PATH` — keys and tokens: ask the human for the values, never commit them or put them in shared files.
- Works with: Godot

## Install

### Claude Code (native platform)

**Platform CLI**
```bash
claude mcp add --env GODOT_PATH=<GODOT_PATH> --transport stdio godot-forge -- npx -y godot-forge
```
Replace <…> with your own values

### Codex

**Platform CLI**
```bash
codex mcp add godot-forge --env GODOT_PATH=<GODOT_PATH> -- npx -y godot-forge
```
Replace <…> with your own values

### Cursor

**Config file**
File `.cursor/mcp.json`:
```json
{
    "mcpServers": {
        "godot-forge": {
            "command": "npx",
            "args": [
                "-y",
                "godot-forge"
            ],
            "env": {
                "GODOT_PATH": "<GODOT_PATH>"
            }
        }
    }
}
```
Replace <…> with your own values

### GitHub Copilot

**Config file**
File `.vscode/mcp.json`:
```json
{
    "servers": {
        "godot-forge": {
            "type": "stdio",
            "command": "npx",
            "args": [
                "-y",
                "godot-forge"
            ],
            "env": {
                "GODOT_PATH": "<GODOT_PATH>"
            }
        }
    }
}
```
Replace <…> with your own values

### Gemini CLI

**Platform CLI**
```bash
gemini mcp add -e GODOT_PATH=<GODOT_PATH> godot-forge npx -y godot-forge
```
Replace <…> with your own values

## When to use it
- run GUT or GdUnit4 suites and see which tests failed
- swap deprecated Godot 3 calls for their Godot 4 equivalents
- scan a script for ten common GDScript mistakes
- check a `.tscn` file for deep nesting and broken references
- pull real compiler errors from Godot's language server

## Example prompts
- Run the water profile tests and show me the failures
- Check `player.gd` for deprecated Godot 3 API
- Parse `main.tscn` and flag anything nested too deep

## Similar
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- [godot-nodes-scenes](https://affpapa.org/en/nevibecode/skills/godot-nodes-scenes.md) — skill · 6700 installs

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