gregario/godot-forge
[](https://glama.ai/mcp/servers/gregario/godot-forge) π π π πͺ π§ - Godot 4 development companion with test running (GUT/GdUnit4), API docs with 3β4 migration mapping, script analysis, scene parsing, screenshots, and LSP diagnostics.
Install
npx -y godot-forge
Capabilities
- tools
Server instructions
You are working with a Godot 4.x project. Key conventions: CRITICAL β Godot 3 vs 4 differences (AI models frequently get these wrong): - yield(obj, "signal") β await obj.signal - connect("signal", target, "method") β signal.connect(callable) - export var β @export var - onready var β @onready var - tool β @tool - instance() β instantiate() - KinematicBody β CharacterBody3D / CharacterBody2D - move_and_slide(velocity) β velocity is a property, move_and_slide() takes zero params - deg2rad() β deg_to_rad() - rand_range() β randf_range() / randi_range() GDScript conventions: - snake_case for variables/functions, PascalCase for classes/nodes, ALL_CAPS for constants - Always use explicit types. Never := on Dictionary.get() or mixed-type ternaries. - Scripts should be under 300 lines, one responsibility each. - Signals for decoupling: child emits up, parent connects. Never reference distant nodes directly. - Disconnect signals in _exit_tree() for autoload connections. - .tres files must use type="Resource", never custom class names in the type field. Use the available Godot tools for testing, diagnostics, and docs lookup rather than guessing.