Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
作者提供的说明(英文原文)
Godot 4 MCP server — test runner, API docs, script analysis, scene parsing, LSP.
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。
GODOT_PATH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": {
"godot-forge": {
"command": "npx",
"args": [
"-y",
"godot-forge"
],
"env": {
"GODOT_PATH": "your-value"
}
}
}
}在终端中运行这条命令
claude mcp add godot-forge --env GODOT_PATH=your-value -- npx -y godot-forge运行前请先填写空着的值。
粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json
{
"mcpServers": {
"godot-forge": {
"command": "npx",
"args": [
"-y",
"godot-forge"
],
"env": {
"GODOT_PATH": "your-value"
}
}
}
}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": {
"godot-forge": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"godot-forge"
],
"env": {
"GODOT_PATH": "your-value"
}
}
}
}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。
GODOT_PATH env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7日
注册名称已通过 GitHub 账户 gregario 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(0.1.2)于8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 Node.js。
同一分类中有:Spec Driven Development, Remote Desktop Commander, arr-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
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
One server, 40 tools, the whole media stack: *arrs, Jellyfin, Plex, Seerr, Cleanuparr, downloaders
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。
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.
npx -y godot-forge
That's it. Godot Forge auto-detects your Godot binary (Steam, Homebrew, direct download) and finds your project.godot automatically.
Claude Code
claude mcp add godot-forge -- npx -y godot-forge
Cursor
Add to .cursor/mcp.json:
{
"mcpServers": { "godot-forge": { "command": "npx", "args": ["-y", "godot-forge"] } } }
</details>
VS Code (Copilot)
Add to .vscode/mcp.json:
{
"servers": { "godot-forge": { "command": "npx", "args": ["-y", "godot-forge"] } } }
</details>
Windsurf
Add to ~/.codeium/windsurf/mcp_config.json:
{
"mcpServers": { "godot-forge": { "command": "npx", "args": ["-y", "godot-forge"] } } }
</details>
Zed
Add to settings.json:
{
"context_servers": { "godot-forge": { "command": { "path": "npx", "args": ["-y", "godot-forge"] } } } }
</details>
Claude Desktop
Add to ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%/Claude/claude_desktop_config.json (Windows):
{
"mcpServers": { "godot-forge": { "command": "npx", "args": ["-y", "godot-forge"] } } }
</details>
More IDEs (Codex, Gemini CLI, JetBrains, Continue, Cline, Roo Code, Neovim, OpenCode, Kiro)
See IDE Setup Guide for configuration snippets for all supported IDEs.
| 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.
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 }
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()"
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" |
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.
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.
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.
Auto-detected in this order:
GODOT_PATH environment variablegodot / godot4 in PATH/Applications/Godot.app, Homebrew, Scoop, Flatpak, Snap, etc.)Override manually:
export GODOT_PATH="/path/to/godot"
See Godot Detection for the full list of searched paths.
Auto-detected by walking up from the current directory to find project.godot. Override:
npx godot-forge --project /path/to/godot/project
npx executionContributions are welcome! See CONTRIBUTING.md for guidelines.
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
# Point your IDE at the local build
claude mcp add godot-forge-dev -- node /path/to/godot-forge/dist/index.js
See ROADMAP.md for planned features.
Phase 2: Input simulation, runtime scene tree inspection, performance profiling, shader validation, export/CI pipeline.
MIT