Unity-MCP and godot-mcp-pro
About Unity-MCP
IvanMurzak/Unity-MCP
AI-powered bridge connecting LLMs and advanced AI agents to the Unity Editor via the Model Context Protocol (MCP). Chat with AI to generate code, debug errors, and automate game development tasks directly within your project.
Implements MCP server architecture running both in the Unity Editor and compiled runtime, supporting stdio-based local execution and HTTP-based remote deployment without vendor lock-in. Generates dynamic "skills" metadata reflecting project state (Unity version, OS, installed plugins) to enhance LLM context, and provides extensible MCP Tools for editor automation alongside in-game runtime capabilities for NPC behavior and live debugging. Compatible across multiple AI clients (Claude, Cursor, GitHub Copilot, VS Code, Rider) and deployable via npm CLI, Docker, or direct UPM package integration.
About godot-mcp-pro
youichi-uda/godot-mcp-pro
162 MCP tools for AI-powered Godot 4 development. Scene, animation, 3D, physics, particles, audio, shader, input simulation, runtime analysis, navigation, testing & more. $5 one-time.
Implements a Node.js MCP server that bridges AI assistants to Godot via WebSocket (port 6505), enabling real-time editor API access with JSON-RPC 2.0 and UndoRedo integration. Includes granular permission presets (conservative/permissive) to control tool execution, and a "Lite mode" (76 tools) for clients with tool limits. Targets Claude Code, Windsurf, and Cursor with full scene tree manipulation, runtime game inspection, input simulation, and batch property operations across editor and runtime contexts.
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