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Godotlens

FreeMaintained

An MCP server providing 15 semantic analysis tools for GDScript, powered by Godot's built-in Language Server.

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About

An MCP server providing 15 semantic analysis tools for GDScript, powered by Godot's built-in Language Server.

README

GitHub Release npm PyPI License: Apache 2.0

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
Your editor is open — normal development Everything Turn on Import Resources When Unfocused in Editor Settings (below).
No editor — CI, scripts scene_*, project_*, runtime_* For gdscript_* and debug_*, start a headless editor: godot --path <project> --editor --headless --lsp-port 6005 --dap-port 6006
Games GodotLens launches (runtime_run) runtime_*, beside either of the above Nothing. Each game is its own process connected to GodotLens; no editor run slot is used.

Import Resources When Unfocused. The editor notices new and changed files only when its window gains focus. An agent-driven editor never gains focus, so a new class_name script stays unknown — every script using it reports the name as undeclared and the game fails to parse — and new assets stay unimported. With this setting on, the editor rescans every half second. It is interface/editor/behavior/import_resources_when_unfocused in 4.7 and interface/editor/import_resources_when_unfocused in 4.6; to set it for one project only, put the 4.6 name under [editor_overrides] in project.godot (4.7 migrates it on load). When a synced file names a class the editor has not registered, gdscript_sync_file waits briefly, then says which class and points here.

Games GodotLens launches. runtime_run starts the game with --remote-debug pointing at GodotLens, so the game connects to GodotLens the way it would to the editor's debugger. Games are headless by default — no window, no sound, nothing takes focus. Pass windowed: true only for runtime_screenshot: the window opens at a far-off position with audio muted, and is then moved fully off-screen, so at most a small corner may show for a moment. Script errors are reported and never stop the game. A game started this way ends when it is stopped, when GodotLens exits, and on Windows even if GodotLens is killed outright. Its log, like that of every engine run GodotLens starts, goes to a temporary file of its own: Godot keeps only the newest five logs per project, and your own play and test logs stay among them.

The helper. runtime_eval and runtime_input need code inside the game. GodotLens passes its own helper.gd to the game with --script for that run only; nothing is written to your project. Godot still loads your project's settings, input map and autoloads, and the helper opens the scene. A project that sets its own main loop type runs without it, and runtime_run with helper: false runs the game exactly as it is.

Several agents. Subagents in one Claude Code session share one GodotLens process (gdscript_status and runtime_status report its server_pid). Calls run concurrently, so a long runtime_run or scene check does not hold up anyone else's query, and each agent can run its own game with runtime_run (GODOT_RUNTIME_MAX_SESSIONS, default 4). Two things are not coordinated: debug_run uses your editor's single run slot, so a second run stops the first; and two agents writing the same file overwrite each other — have one agent write at a time.

The loop

The tools are designed around one cycle. Read it once and the rest of this document is a reference.

flowchart LR
    U["<b>Understand</b><br/>gdscript_find<br/>gdscript_references<br/>gdscript_hover"]
    W["<b>Write</b><br/>gdscript_engine_api<br/>gdscript_complete<br/>gdscript_validate"]
    S["<b>Sync</b><br/>gdscript_sync_file"]
    V["<b>Verify</b><br/>gdscript_diagnostics<br/>scene_validate<br/>project_validate"]
    R["<b>Run</b><br/>runtime_run"]
    O["<b>Observe &amp; act</b><br/>runtime_tree · runtime_inspect<br/>runtime_output · runtime_eval<br/>runtime_input · runtime_screenshot"]

    U --> W --> S --> V --> R --> O
    O -- "fix, then runtime_reload" --> W
    O -- "something is wrong" --> U

    classDef step fill:#f5f7fa,stroke:#4a6785,stroke-width:1px,color:#1b2733;
    class U,W,S,V,R,O step;
  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 what the compiler cannot see in a scene, project_validate after moving files.
  5. Run. runtime_run starts the game and returns its first output and errors.
  6. Observe and act. See the live tree and values, press inputs, evaluate expressions, take a screenshot; fix the code and runtime_reload it into the running game.

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.
gdscript_signature_help Parameter info at a call site.
gdscript_symbols_batch, gdscript_definitions_batch, gdscript_references_batch The same, across many files or positions in one call.

Writing code

Tool Description
gdscript_engine_api Signatures and docs for an engine class or member, from the exact build in use, including members inherited from parent classes. Use instead of recalling Godot's API.
gdscript_complete Completions at a position. The only scene-aware query: includes real $NodePath entries and the signals actually on the owning node.
gdscript_validate Check proposed content for errors without writing it to disk.
gdscript_rename Rename a symbol. Refuses when Godot will not rename it, and warns when the name also appears in scene files it cannot update.

Keeping Godot in step

Tool Description
gdscript_sync_file Sync one modified file and return its diagnostics. Waits briefly for a new class_name the editor has not registered yet.
gdscript_sync_files Sync several at once.
gdscript_release_file Release a file so the language server reads from disk again.
gdscript_diagnostics Errors and warnings for one or more files.
gdscript_status Connection check. Start here if anything behaves oddly.

Project and scenes

These run the Godot binary, so scenes resolve exactly as the engine builds them, inherited and instanced scenes included. They do not parse .tscn as text, and need no editor.

Tool Description
project_config Autoload singletons, input action names, class_name globals, and the main scene, via ProjectSettings, with whether each file exists.
project_validate References that no longer resolve after files move: scene and resource dependencies, autoload scripts, the main scene. A reference whose UID still resolves is not broken.
scene_state Node tree, types, script attachments, unique_name_in_owner flags, exported values, and signal connections.
scene_validate What Godot gets silently wrong in a scene. Errors: dangling connections, missing signals, handlers taking the wrong number of arguments, unknown node types, scripts that do not fit their node, missing parents, duplicate names. Warnings: unknown properties, wrong value types, NodePaths to nodes not in the scene.

Debugger in your editor

Godot serves a Debug Adapter Protocol server from the editor, no addon required. These use the editor's own run slot — one game at a time — and are the way to set breakpoints.

Tool Description
debug_run Run the project from the editor and return what it printed and every structured error. args: ["--headless"] runs it with no window.
debug_output Output from that game — print, stdout, stderr — and structured errors (push_error, push_warning, engine and script errors) with file, line and stack. Drained on each call.
debug_set_breakpoints Set breakpoints in a file.
debug_stack_trace The call stack where execution is paused. Empty means not paused.
debug_inspect Variables in a stack frame, by scope.
debug_evaluate Evaluate an expression at a breakpoint. Refused where Godot would resume the game instead of answering.
debug_continue, debug_pause, debug_step_over Execution control.
debug_terminate Stop the running game.
debug_status Adapter connection and whether the game is running or paused.

Games GodotLens launches

runtime_run starts the game as its own process, connected straight back to GodotLens, so several agents can each run one at once and no editor is needed.

Tool Description
runtime_run Launch the game, headless by default. Returns a session id and its first output and errors.
runtime_output What the game printed and every structured error it raised, with file, line and stack.
runtime_tree The live scene tree, including nodes created at runtime.
runtime_inspect Current property values of a node, script variables included.
runtime_set Change a property and read it back; values are converted to the property's type.
runtime_eval Evaluate an expression while the game runs, against the scene, autoloads, engine singletons and class_name globals.
runtime_input Press an input action as a player would; is_action_just_pressed sees it.
runtime_reload Hot-reload changed scripts, keeping state. Refuses scripts that do not compile.
runtime_screenshot What a windowed game is drawing, as an image.
runtime_monitors FPS, frame times, node and orphan counts, memory, custom monitors, with history.
runtime_pause, runtime_time_scale, runtime_step Freeze, slow down, or step a game.
runtime_status, runtime_stop List and stop the games GodotLens is running.

Limitations

Worth knowing before you trust a result.

What the language server cannot see

  • It reads .gd files only. A signal handler wired in a .tscn [connection] block is invisible to it, so renaming that handler leaves the scene pointing at a method that no longer exists. This is why scene_validate exists and why gdscript_rename warns.
  • Autoload and input action names are bare strings. GameState.add_score(1) and Input.is_action_pressed("jump") are validated by nothing at all. Check them against project_config before writing them.
  • New files reach it only through the editor's filesystem scan (see How to run). The scan notices a folder only when its modification time changes, and Godot keeps those times in whole seconds, so a file created in the same second as a scan can be missed. When a new class is still unknown a second later, GodotLens creates and removes an empty hidden file (.godotlens-rescan) in that folder — the editor ignores dot-names — so the next scan re-reads it. Nothing else is written to your project.
  • gdscript_references is expensive on 4.6+, reparsing every script in the project. Prefer gdscript_references_in_file when one file is enough.

Running games

  • No pixels in a headless game. runtime_screenshot needs windowed: true, and runtime_step does too: Godot pauses again only after the next drawn frame.
  • Hot reload covers scripts only. Edited .tscn files and new or changed assets need a restart. A script that fails to compile is disabled in the running game, so runtime_reload refuses one with errors — which needs the editor's language server to check; without an editor it reloads unchecked and says so.
  • runtime_eval is Godot's Expression, not full GDScript: calls, operators and member access, no statements or assignment. Calls run for real.
  • Breakpoints are only in your editor (debug_*). debug_evaluate works only while paused in a frame with a script instance; in a static function or at a parse-error break it is refused, because Godot would resume the game instead of answering.
  • Godot rate-limits what a game reports (network/limits/debugger/* project settings): a game printing heavily has its output truncated by the engine.
  • On Linux and macOS a game is stopped when GodotLens exits normally, but keeps running if GodotLens is killed outright. On Windows it is stopped either way (a job object).

Scene and project checks

  • scene_* and project_config start your autoloads, as the game would, so a script that uses an autoload compiles. project_validate and runtime_monitors start nothing.
  • Some scene mistakes are not visible to any engine API. An unknown property on a [sub_resource] is dropped by Godot while loading, before anything can ask about it.
  • project_validate covers scenes and resources. A broken preload() or extends path in a script is a compile error, which gdscript_diagnostics reports.

One project, one editor. A second editor on the same project — a headless one beside your GUI editor, say — rewrites .godot/'s class cache from its own view and can drop classes the other registered. Attach GodotLens to the editor you have open.

Architecture

Four channels, one process. Each tool group maps to exactly one of them, which is how you know where an answer came from.

flowchart TD
    Agent["AI Agent<br/>(and its subagents)"]
    GL["<b>GodotLens</b><br/>MCP server · JSON-RPC 2.0<br/>Python 3.10+ · no dependencies"]

    Agent <-- "stdio" --> GL

    GL -- "TCP 6005<br/>language server" --> Editor
    GL -- "TCP 6006<br/>debug adapter" --> Editor
    GL -- "subprocess<br/>--headless --script" --> Binary
    Game -- "TCP, game connects back<br/>remote debugger protocol" --> GL

    Editor["<b>Godot Editor</b><br/>your open editor<br/><i>gdscript_* · debug_*</i>"]
    Binary["<b>Godot binary</b><br/>run on demand<br/><i>scene_* · project_*</i>"]
    Game["<b>Games GodotLens launched</b><br/>one process each<br/><i>runtime_*</i>"]

    classDef svc fill:#eef4fb,stroke:#4a6785,stroke-width:1px,color:#1b2733;
    classDef godot fill:#f3f0fb,stroke:#6b5b95,stroke-width:1px,color:#1b2733;
    class Agent,GL svc;
    class Editor,Binary,Game godot;

The MCP, LSP and DAP protocols and Godot's binary value format are implemented directly against the standard library, so the package has zero runtime dependencies and the npm bundle is a handful of .py and .gd files.

Configuration

Variable Default Description
GODOT_LSP_HOST 127.0.0.1 Language server host
GODOT_LSP_PORT 6005 Language server port. The official VS Code extension uses 6008
GODOT_DAP_HOST 127.0.0.1 Debug adapter host
GODOT_DAP_PORT 6006 Debug adapter port, used by debug_*
GODOT_BIN auto Godot executable, required by scene_*, project_* and runtime_*
GODOT_PROJECT_ROOT auto Project root; auto-detected by walking up for project.godot
GODOT_LSP_TIMEOUT 15 Seconds to wait for a single language server response
GODOT_DIAGNOSTICS_TIMEOUT 8 Seconds to wait for diagnostics after a sync
GODOT_VERSION auto Override capability detection
GODOT_FIND_FILE_LIMIT 60 Max files gdscript_find inspects when searching the whole project
GODOT_RUNTIME_MAX_SESSIONS 4 Max games runtime_run keeps running at once

Contributing

pip install -e ".[dev]"
pytest -m "not integration"   # no Godot needed
ruff check .

Integration tests launch a real headless Godot and skip cleanly without one. The one test that opens a game window runs only when asked, or under a virtual display on Linux:

GODOT_BIN=/path/to/godot pytest -m integration
GODOTLENS_WINDOWED_TESTS=1 GODOT_BIN=/path/to/godot pytest -m windowed

CI runs the suite on Linux, Windows and macOS across Python 3.10–3.13, runs the integration tests against a real Godot on all three, and installs the built npm tarball and executes it.

License

Apache License 2.0 — see LICENSE and NOTICE.

from github.com/pzalutski-pixel/godotlens-mcp

Install Godotlens in Claude Desktop, Claude Code & Cursor

Recommended · one command, every IDE
unyly install godotlens-mcp

Installs into Claude Desktop, Claude Code, Cursor & VS Code — handles npx, uvx and build-from-source repos for you.

First time? Get the CLI: curl -fsSL https://unyly.org/install | sh

Or configure manually

Run in your terminal:

claude mcp add godotlens-mcp -- npx -y godotlens-mcp

Step-by-step: how to install Godotlens

FAQ

Is Godotlens MCP free?

Yes, Godotlens MCP is free — one-click install via Unyly at no cost.

Does Godotlens need an API key?

No, Godotlens runs without API keys or environment variables.

Is Godotlens hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install Godotlens in Claude Desktop, Claude Code or Cursor?

Open Godotlens on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

Changes

Versions and requested access over time.

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