gregario/godot-forge

[![godot-forge MCP server](https://glama.ai/mcp/servers/gregario/godot-forge/badges/score.svg)](https://glama.ai/mcp/servers/gregario/godot-forge) πŸ“‡ 🏠 🍎 πŸͺŸ 🐧 - Godot 4 development companion with test running (GUT/GdUnit4), API docs with 3β†’4 migration mapping, script analysis, scene parsing, screenshots, and LSP diagnostics.

VERIFIED 8 toolsΒ·npmΒ·v0.1.4

Install

npx -y godot-forge

Capabilities

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.