debug_output
Console output from a running game — print, stdout, stderr, and runtime errors with their source location. Drained on each call.
How to use it
Project documentation lists debug_output for the Godotlens MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), then check which tools your installed version makes available. Tool availability can depend on configuration and credentials. A server handshake does not verify this tool’s behavior. See the full listing for setup details.
Install Godotlens MCP
npx -y godotlens-mcpOther tools in Godotlens MCP (26)
Evaluate an expression at a breakpoint, instead of adding print and re-running.
Variables in a stack frame, by scope.
Run the project and return what it printed.
Set breakpoints in a file.
The call stack where execution is paused. Empty means not paused.
Adapter connection and whether the game is running or paused.
Stop the running game.
Completions at a position. The only scene-aware query: includes real $NodePath entries and the signals actually on the owning node.
Where a symbol is defined.
Errors and warnings for one or more files.
Signatures and docs for an engine class or member, from the exact build in use. Use instead of recalling Godot's API.
Locate a declaration by name. Returns a position the tools below accept directly.
Type information and documentation for a symbol.
Every reference project-wide. On 4.6+ this reparses every .gd file, so it is not cheap.
Occurrences within one file. Much cheaper. Godot 4.7+.
Release a file so the language server reads from disk again.
Rename a symbol. Refuses when Godot will not rename it, and warns when the name also appears in scene files it cannot update.
Parameter info at a call site.
Connection check. Start here if anything behaves oddly.
The symbol tree of a file.
Sync one modified file and return its diagnostics.
Sync several at once.
Check proposed content for errors without writing it to disk.
Autoload singletons, input action names, classname globals, and the main scene, via ProjectSettings.
Node tree, types, script attachments, uniquenameinowner flags, exported values, and signal connections.
Checks every connection points at a method that exists.