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
Godot 4 MCP server — test runner, API docs, script analysis, scene parsing, LSP.
GODOT_PATH
Última comprobación
2026-11-09
Estrellas
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Herramientas
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Disponibilidad
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npx -y godot-forge
That's it. Godot Forge auto-detects your Godot binary (Steam, Homebrew, direct download) and finds your project.godot automatically.
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).
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.
Aún no hay lista de herramientas. Los servidores remotos la reciben tras la primera comprobación de estado.
Preguntas frecuentes
Preguntas
¿Cómo instalo Godot Forge?
Copia en esta página la configuración stdio para Cursor, Claude Desktop, Claude Code o VS Code. Usa la instalación del publicador, no un proxy de PlugMCP.
¿Godot Forge necesita una clave de API?
El publicador indica estas variables de entorno: GODOT_PATH.
¿Qué transporte usa Godot Forge?
Godot Forge se ejecuta localmente por stdio.
¿Cuándo se comprobó Godot Forge por última vez?
Última comprobación: 2026-11-09. Godot 4 MCP server — test runner, API docs, script analysis, scene parsing, LSP.