Godotlens MCP
UnclaimedMCP server for GDScript semantic analysis via Godot's built-in language server
Set up this server
01 / Choose your client
02 / Before you connect
Authentication is not specified. Check the project instructions before connecting.
Project instructions03 / Add the configuration
claude mcp add --transport stdio 'godotlens-mcp' -- 'npx' '-y' 'godotlens-mcp'04 / Check it in your client
Open your client’s MCP settings and confirm the server connects and lists its tools. A copied configuration does not confirm a working connection.
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27 of 27 tools
Documented tools (27)
From project documentation. A server handshake does not verify each tool’s description or behavior.
debug_evaluate
Evaluate an expression at a breakpoint, instead of adding print and re-running.
debug_inspect
Variables in a stack frame, by scope.
debug_output
Console output from a running game — print, stdout, stderr, and runtime errors with their source location. Drained on each call.
debug_run
Run the project and return what it printed.
debug_set_breakpoints
Set breakpoints in a file.
debug_stack_trace
The call stack where execution is paused. Empty means not paused.
debug_status
Adapter connection and whether the game is running or paused.
debug_terminate
Stop the running game.
gdscript_complete
Completions at a position. The only scene-aware query: includes real $NodePath entries and the signals actually on the owning node.
gdscript_definition
Where a symbol is defined.
gdscript_diagnostics
Errors and warnings for one or more files.
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_find
Locate a declaration by name. Returns a position the tools below accept directly.
gdscript_hover
Type information and documentation for a symbol.
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_release_file
Release a file so the language server reads from disk again.
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.
gdscript_signature_help
Parameter info at a call site.
gdscript_status
Connection check. Start here if anything behaves oddly.
gdscript_symbols
The symbol tree of a file.
gdscript_sync_file
Sync one modified file and return its diagnostics.
gdscript_sync_files
Sync several at once.
gdscript_validate
Check proposed content for errors without writing it to disk.
project_config
Autoload singletons, input action names, classname globals, and the main scene, via ProjectSettings.
scene_state
Node tree, types, script attachments, uniquenameinowner flags, exported values, and signal connections.
scene_validate
Checks every connection points at a method that exists.
Tool change history
FAQ
Questions about Godotlens MCP Server
- How do I connect Godotlens MCP Server to Claude?
- Run `claude mcp add godotlens-mcp -- npx -y godotlens-mcp` in Claude Code, or add the same command and arguments under mcpServers in Cursor's mcp.json or Claude Desktop's claude_desktop_config.json, then restart the client. The blocks above are ready to paste.
- Is Godotlens MCP Server free?
- The listed licence is Apache-2.0. Check the upstream terms for permitted use and commercial requirements; a public repository does not by itself mean the software is free or open source. Connected APIs and hosted services may have separate charges.
- What can Godotlens MCP Server do?
- Godotlens MCP Server documents 27 tools to the agent, including debug_evaluate, debug_inspect, debug_output. The descriptions above come from project documentation. A live handshake does not test individual tool behavior.