gdscript_sync_file

MCP tool from Godotlens MCP by pzalutski-pixel

Sync one modified file and return its diagnostics.

How to use it

Project documentation lists gdscript_sync_file 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-mcp
FULL GODOTLENS MCP LISTING

Other tools in Godotlens MCP (26)

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_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.