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pzalutski-pixel/godotlens-mcp

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MCP server for GDScript semantic analysis via Godot's built-in language server

개요

An MCP server that lets an AI agent ask about your project — where a symbol is used, what a method's real signature is, whether an edit compiles, how a scene is wired — and run the game, look at it and drive it, so the agent can check that the game does what it meant without a person playing it. An agent editing GDScript from text alone is guessing. It cannot tell a call from a comment, cannot know which methods exist on a CharacterBody2D in your Godot version, cannot see that a signal handler is wired by name inside a .tscn, and cannot see what happened at runtime. GodotLens never answers those questions itself. It asks the engine and returns the engine's answer. Measured on Godot 4.7.1, in a project where take_damage is defined in player.gd, called twice from enemy.gd, once from player.gd, and named in a comment: That principle — delegate every judgement to Godot — is what makes the answers trustworthy, and it is why the tool names tell you where an answer came from.

README

원문 README의 일부입니다. 원문 보기.

GodotLens: Godot’s own view of your GDScript project

An MCP server that lets an AI agent ask Godot itself about your project — where a symbol is used, what a method’s real signature is, whether an edit compiles, how a scene is wired — and run the game, look at it and drive it, so the agent can check that the game does what it meant without a person playing it.

Why

An agent editing GDScript from text alone is guessing. It cannot tell a call from a comment, cannot know which methods exist on a CharacterBody2D in your Godot version, cannot see that a signal handler is wired by name inside a .tscn, and cannot see what happened at runtime.

GodotLens never answers those questions itself. It asks the engine and returns the engine’s answer. Measured on Godot 4.7.1, in a project where take_damage is defined in player.gd, called twice from enemy.gd, once from player.gd, and named in a comment:

Approach Result
grep take_damage 5 matches, including the comment
gdscript_references exactly 4 real call sites; the comment is not among them

That principle — delegate every judgement to Godot — is what makes the answers trustworthy, and it is why the tool names tell you where an answer came from. gdscript_* is the language server. scene_* and project_* run the engine on the project. debug_* is your editor’s debugger. runtime_* is a game GodotLens launched and is connected to.

Requirements

Needed for
Godot 4.6+ editor open on your project gdscript_* and debug_* — the language server and debug adapter live inside the editor
A Godot binary via GODOT_BIN, a ./godot/ directory, or PATH scene_*, project_* and runtime_*, which run the engine themselves and need no editor
Python 3.10+, or Node.js 16+ for npx running this server

Godot 4.6 is the floor because the language server changed materially at 4.5 (URI encoding) and 4.6 (document ownership). Older versions are refused with a clear message rather than silently misread.

Install

npx (recommended). The package bundles the server; there are no runtime dependencies.

{
  "mcpServers": {
    "godotlens": {
      "command": "npx",
      "args": ["-y", "godotlens-mcp"]
    }
  }
}

pip

pip install godotlens-mcp
{
  "mcpServers": {
    "godotlens": { "command": "godotlens-mcp" }
  }
}

How to run

Setup What works Do this
GitHub에서 전체 README 보기

설치

npx -y godotlens-mcp
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설정

{ "mcpServers": { "godotlens": { "command": "npx", "args": ["-y", "godotlens-mcp"] } } }