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Wick

Roslyn-enriched C# exception telemetry for Godot Engine, exposed over MCP.

CI License: MIT


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

Installation

git clone https://github.com/buildepicshit/Wick.git
cd Wick
dotnet build Wick.slnx --configuration Release

MCP Configuration

Add Wick to your AI coding assistant's MCP configuration:

{
  "mcpServers": {
    "wick": {
      "command": "dotnet",
      "args": ["run", "--project", "path/to/Wick/src/Wick.Server"],
      "env": {
        "WICK_GROUPS": "core,runtime,csharp,build",
        "WICK_GODOT_BIN": "/path/to/godot",
        "WICK_PROJECT_PATH": "/path/to/your/godot-project"
      }
    }
  }
}

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 failures), add the Wick.Runtime NuGet to your Godot project:

// In your Godot project's autoload or entry point:
WickRuntime.Install();

This captures exceptions that stderr can't see and reports them to the Wick server via a TCP bridge.

Architecture

Wick runs as an external process -- it does NOT run inside Godot. Communication:

  • stdio -- MCP protocol to the AI client

  • TCP 6505 -- editor bridge (Godot plugin to Wick server)

  • TCP 7777 -- runtime bridge (running game to Wick server)

  • TCP 7878 -- Wick.Runtime companion bridge (in-process to Wick server)

This architecture lets Wick target .NET 10 even though Godot 4.6.1's runtime is stuck on .NET 8.

Attribution

Wick is a clean-room reimplementation inspired by GoPeak (MIT License, (c) 2025 Solomon Elias / HaD0Yun). See ATTRIBUTION.md for detailed credits.

Contributing

We welcome contributions! Please read CONTRIBUTING.md before submitting a PR.

Demo

Clone the repo and open docs/demo/player.html in a browser to watch the demo, or play the cast file directly:

asciinema play docs/demo/wick-demo.cast

License

MIT

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