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GodotLens: Godot's own view of your GDScript project

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 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.

Related MCP server: Godot MCP Server

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:

godot --path <project> --editor --headless --lsp-port 6005 --dap-port 6006

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" }
  }
}

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"]
    R["<b>Run</b><br/>debug_run<br/>debug_output"]

    U --> W --> S --> V --> R
    R -- "something is wrong" --> U

    classDef step fill:#f5f7fa,stroke:#4a6785,stroke-width:1px,color:#1b2733;
    class U,W,S,V,R 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 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.

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. 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.

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 invoke the Godot binary so scenes resolve exactly as the engine builds them, inherited scenes included. They do not parse .tscn as text.

Tool

Description

project_config

Autoload singletons, input action names, class_name globals, and the main scene, via ProjectSettings.

scene_state

Node tree, types, script attachments, unique_name_in_owner flags, exported values, and signal connections.

scene_validate

Checks every connection points at a method that exists.

Runtime

Godot serves a Debug Adapter Protocol server from the editor, no addon required. The language server tells you whether code compiles; only the debugger tells you what it did.

Tool

Description

debug_run

Run the project and return what it printed.

debug_output

Console output from a running game — print, stdout, stderr, and runtime errors with their source location. 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, instead of adding print and re-running.

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.

What Godot cannot tell you

Worth knowing before you trust a result:

  • The language server 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 — and that fails at runtime with no compile error. 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.

  • gdscript_references is expensive on 4.6+, reparsing every script in the project. Prefer gdscript_references_in_file when one file is enough.

Architecture

Three mechanisms, 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"]
    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

    Editor["<b>Godot Editor</b><br/>must be open<br/><i>gdscript_* · debug_*</i>"]
    Binary["<b>Godot binary</b><br/>invoked on demand<br/><i>scene_* · project_config</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 godot;

The MCP and LSP/DAP protocols are implemented directly against the standard library, so the package has zero runtime dependencies and the npm bundle is a handful of .py 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_* and project_config

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

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:

GODOT_BIN=/path/to/godot pytest -m integration

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.

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Maintenance

Maintainers
Response time
3wRelease cycle
7Releases (12mo)
Commit activity

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