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pzalutski-pixel/godotlens-mcp

pzalutski-pixel/godotlens-mcp

Semantic GDScript analysis
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 godotlens-mcp -- npx -y godotlens-mcp
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
10 ★ · pzalutski-pixel/godotlens-mcp · 取自 GitHub 搜索 API · (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 · 10 ★ · 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 pzalutski-pixel/godotlens-mcp;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

GodotLens: Godot's own view of your GDScript project

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

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. |
来源
awesome · https://github.com/pzalutski-pixel/godotlens-mcp
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