GitHub
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
作者提供的说明(英文原文)
Control the Unity and Godot editors from AI clients: scenes, scripts, physics, materials.
这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。
我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。
选择你使用的 AI 应用,然后复制设置。
你需要
你用的是哪个应用?
在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。
打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json
{
"mcpServers": {
"glade": {
"command": "uvx",
"args": [
"gladekit-mcp"
]
}
}
}在终端中运行这条命令
claude mcp add glade -- uvx gladekit-mcp粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json
{
"mcpServers": {
"glade": {
"command": "uvx",
"args": [
"gladekit-mcp"
]
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
粘贴到项目中的 .vscode/mcp.json
{
"servers": {
"glade": {
"type": "stdio",
"command": "uvx",
"args": [
"gladekit-mcp"
]
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。
你的选择通过 Cookie 保存在这台设备上,无需账户。
这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月8日
注册名称已通过 GitHub 账户 Glade-tool 验证,该账户拥有此仓库
我们还没有从 GitHub 读取这个仓库
我们还没有从 GitHub 读取这个仓库
它在你的电脑上运行,没有互联网端点
在你的电脑上运行,改用本地设置
它在你的电脑上运行;我们只能读取互联网端点的工具列表
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
它在 1 项适用的基础检查中通过了 1 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
GitHub 仓库最后更新于–,最新版本(0.7.14)于4个月前进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Python (uv)。
同一分类中有:GitHub, Desktop Commander, Cloudflare MCP
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
MCP server for terminal commands, file operations, and process management
Cloudflare MCP servers
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
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 supports both Unity and Godot. Both bridges live in this repo: unity-bridge/ is a UPM package, 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+)
com.gladekit.mcp-bridge.zip from the latest Godot bridge release. (Grab the zip asset under Assets - not "Source code".) From source instead: copy godot-bridge/addons/com.gladekit.mcp-bridge/ out of this repo.com.gladekit.mcp-bridge/ folder into your project's addons/ directory, so the final path is /addons/com.gladekit.mcp-bridge/plugin.cfg.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.
Install uv (one-time):
curl -LsSf https://astral.sh/uv/install.sh | shpowershell -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)
claude mcp add --transport stdio gladekit-mcp --scope user -- uvx gladekit-mcpclaude mcp add --transport stdio gladekit-mcp --scope user -- cmd /c uvx gladekit-mcpOption B: manual config
If you cloned this repo, the .mcp.json auto-connects. Otherwise add to your Claude Code MCP settings:
{
"mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"] } } }
Cursor
Cursor Settings > MCP > Add new MCP server:
{
"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):
{
"mcpServers": { "gladekit-mcp": { "command": "uvx", "args": ["gladekit-mcp"] } } }
Cline (VS Code extension)
Open Cline's MCP settings file (auto-created on first MCP use):
~/Library/Application Support/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.json%APPDATA%\Code\User\globalStorage\saoudrizwan.claude-dev\settings\cline_mcp_settings.json~/.config/Code/User/globalStorage/saoudrizwan.claude-dev/settings/cline_mcp_settings.jsonAdd:
{
"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):
{
"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)
{
"enabled": true, "path": "", "mcpServers": { "gladekit-mcp": { "type": "stdio", "command": "uvx", "args": ["gladekit-mcp"] } } }
uvx. To get your PATH:echo $PATHecho %PATH%Tip: If
uvxisn't found, add the directory containing it to thepathfield in the config (e.g.,"/opt/homebrew/bin"on Mac or"C:\\Users\\ \\.local\\bin"on Windows). Alternatively, usepip install gladekit-mcpand 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 section below.
Paid tier (`GLADEKIT_API_KEY`): To enable RAG knowledge base and cross-session memory on any client, add the key to the
envfield of your config. See Cloud intelligence below.
VS Code (GitHub Copilot)
Add to .vscode/mcp.json in your workspace:
{
"servers": { "gladekit-mcp": { "type": "stdio", "command": "uvx", "args": ["gladekit-mcp"] } } }
| 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
只显示了开头部分;其余内容请在仓库中阅读