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buildepicshit/Wick

buildepicshit/Wick

⃣ - Godot Engine tooling: Roslyn-enriche
在 GitHub 查看 ↗直链 · 无中转页
配置模板(请按你的客户端调整)
claude mcp add wick -- npx -y wick
这是根据仓库名生成的可粘贴骨架,命令行参数与包名请以该项目 README 为准。
★ 数取值
22 ★ · buildepicshit/Wick · 取自该仓库的 GitHub 页面 · (2026-10-16 20:00:20 核对)
来源明细
收录自 punkpeye/awesome-mcp-servers 榜单(我们从中收集的条目之一) · 条目类型:MCP 服务
收录与活跃
收录于 2026-10-09 · 最近见到 2026-10-16 · 共见到 32 次 · 被 7 个来源列出
评分构成
综合分 703 · 22 ★ · 7 个来源 · mcp
常见问题(答案都来自我们的记录)
怎么安装?
我们【没有】从该仓库取到安装命令(我们的 install 覆盖率只有约 4%)。请看它的 README 或 releases 页。
它适合谁 / 用来做什么?
我们把它归在这些标签下: MCP 服务。标签来自条目自身,不是我们强加的分类。
谁维护它、还在更新吗?
仓库 buildepicshit/Wick;我们收录于 2026-10-09;最近见到 2026-10-16。这里没有"官方认证"或"质量评级"——我们只记录来源与时间。
第三方质量标记

Wick

以下摘录自该仓库的 README(片段) · 在 GitHub 读完整 README →

**Roslyn-enriched C# exception telemetry for Godot Engine, exposed over MCP.**
---
What is Wick?
When a Godot C# game crashes, your AI assistant sees a raw stack trace and spends 8+ turns asking you to open files. Wick captures that exception, enriches it with Roslyn-powered source context (the actual method body, caller chain, recent logs, scene state), and hands the full picture to the AI in one call. **One turn to diagnosis instead of ten.**
What makes Wick different?
Other Godot MCP servers (like the excellent GoPeak) focus on scene manipulation and GDScript tooling. Wick focuses on the C#/.NET developer experience:
- **Roslyn-enriched exception telemetry** -- stderr-captured C# exceptions enriched with the calling method body, surrounding source lines, enclosing type, and caller chain. No other Godot MCP server does this.
- **In-process exception capture** -- optional Wick.Runtime NuGet companion catches TaskScheduler.UnobservedTaskException and async exceptions that stderr can't see.
- **Build diagnostics with source context** -- dotnet build errors enriched with Roslyn source context through the same pipeline as runtime exceptions.
- **C# analysis tools** -- find symbol, find references, member signatures via Roslyn workspace.
- **5-pillar tool group system** -- activate only what you need: core, runtime, csharp, build, scene.
Getting Started
Prerequisites
- .NET 10 SDK (10.0.201 or later)
- Godot 4.6.1+ with .NET/Mono support
Installation
Wick has two parts: a Godot-side bridge addon (/addons/wick/) and the .NET MCP server.
**Godot bridge** — install via the Godot Asset Library in-editor (recommended), or copy /addons/wick/ into your project manually.
**MCP server** — clone and build:
MCP Configuration
Add Wick to your AI coding assistant's MCP configuration:
Tool Groups
Activate tool pillars via WICK_GROUPS env var or --groups CLI flag:
| Pillar | What it includes | Default |
|---|---|---|
| core | GDScript tools, scene parsing, GDScript LSP, introspection | Always on |
| runtime | Exception pipeline, game launch/stop, log tail, runtime_diagnose | Opt-in |
| csharp | Roslyn analysis, find symbol, find references, member signatures | Opt-in |
| build | dotnet build/test/clean, NuGet management, build_diagnose | Opt-in |
| scene | Scene create/modify via headless Godot dispatch | Opt-in |
Example: WICK_GROUPS=core,runtime,csharp,build or --groups=all.
Optional: Wick.Runtime Companion
For in-process exception capture (async exceptions, TaskScheduler.UnobservedTaskException) and live scene-tree queries, add the Wick.Runtime NuGet companion to your Godot C# project:
Wire both Install() and Tick() into your game's entry point — both are required:
> **If your in-process bridge tools (runtime_query_scene_tree, etc.) hang forever, you forgot Tick().** Install() alone covers exception capture, but live RPC handlers need Tick() to drain the main-thread dispatcher. See docs/getting-started.md and the package README for the full story.
来源
awesome · https://github.com/buildepicshit/Wick
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