claude mcp add godotlens-mcp -- npx -y godotlens-mcp
A pasteable skeleton generated from the repository name. Check the project README for the exact package and arguments.
Star count
10 ★ · pzalutski-pixel/godotlens-mcp · read from the GitHub search API · (checked 2026-10-16 20:00:20)
Source
collected from the punkpeye/awesome-mcp-servers list · type: MCP server
Harvest history
first seen 2026-10-09 · last seen 2026-10-16 · seen 32× · listed by 7 sources
Score
score 703 · 10 ★ · 7 sources · mcp
FAQ (answers come from our records)
How do I install it?
We did not find an install command for this repository (our install coverage is only about 4%). Check its README or releases page.
Who is it for?
We filed it under these tags: MCP 服务. The tags come from the entry itself, not a taxonomy we imposed.
Who maintains it?
repository pzalutski-pixel/godotlens-mcp;first catalogued 2026-10-09;last seen 2026-10-16。There is no official certification or quality rating here — we record sources and dates only.
Third-party quality signals
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 what the game actually printed when it ran. 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_config run the engine. debug_* is the debugger. Requirements | | Needed for | |---|---| | **Godot 4.6+** with your project open | everything — the language server and debug adapter live inside the editor | | **Python 3.10+**, or **Node.js 16+** for npx | running this server | | A Godot **binary** via GODOT_BIN, a ./godot/ directory, or PATH | scene_* and project_config, which invoke the engine | 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. The editor does not need a visible window — this is what CI uses: Install **npx** (recommended). The package bundles the server; there are no runtime dependencies. **pip** The loop The tools are designed around one cycle. Read it once and the rest of this document is a reference. 1. **Understand.** gdscript_find locates a symbol by name; gdscript_references and gdscript_hover explain how it is used and what type it is. 2. **Write.** gdscript_engine_api gives real signatures instead of recalled ones, gdscript_complete offers scene-aware candidates, and gdscript_validate checks proposed content *before* it reaches disk. 3. **Sync.** Godot's language server does not watch the filesystem. After editing a .gd file, call gdscript_sync_file or it keeps answering from the old text. 4. **Verify.** gdscript_diagnostics for compile errors, scene_validate for the wiring the compiler cannot see. 5. **Run.** debug_run starts the game and returns what it printed. Two conventions apply throughout: - **All line and character parameters are 0-indexed**, matching the LSP. Editor line 1 is line 0. gdscript_find exists partly so you rarely have to compute one by hand. - **Results carry a verified flag** where it matters. verified: false with an empty diagnostics list means Godot never reported back — that is *not* a clean bill of health. Tools Understanding code | Tool | Description | |------|-------------| | gdscript_find | Locate a declaration **by name**. Returns a position the tools below accept directly. | | gdscript_definition | Where a symbol is defined. | | gdscript_references | Every reference project-wide. On 4.6+ this reparses every .gd file, so it is not cheap. | | gdscript_references_in_file | Occurrences within one file. Much cheaper. Godot 4.7+. | | gdscript_hover | Type information and documentation for a symbol. | | gdscript_symbols | The symbol tree of a file. |