# buildepicshit/Wick [Health: Active]

**Category:** 🎮 Gaming  
**Repository:** https://github.com/buildepicshit/Wick  
**GitHub Stars:** 20  
**Views:** 5  
**Installs:** 0  
**Upvotes:** 0  
**Directory Page:** https://allmcps.com/mcp/buildepicshit-wick

## Description
⃣ 🏠 🍎 🪟 🐧 - Native C MCP server for Godot Engine — 53 tools across 5 pillars: Roslyn-enriched exception telemetry, scene tree inspection, C symbol navigation, MSBuild orchestration, and GDScript analysis. .NET 10, TCP JSON-RPC bridge, 219 tests.

## Claude Desktop Quick Installation
Heuristic fallback — verify the package name and runner against the repository README before running it. Uses `npx` (confidence: low):

```json
"mcpServers": {
  "wick": {
    "command": "npx",
    "args": ["-y","buildepicshit-wick"],
    "env": {
      "WICK_GROUPS": "",
      "WICK_GODOT_BIN": "",
      "WICK_PROJECT_PATH": ""
    }
  }
}
```

**Requires environment variables:** `WICK_GROUPS`, `WICK_GODOT_BIN`, `WICK_PROJECT_PATH` — the values above are empty placeholders; fill in real credentials before running (see the repository for what each one is for).

## Documentation

## What buildepicshit/Wick MCP server does

The buildepicshit/Wick MCP server gives an AI coding assistant access to Godot development workflows through MCP. Its focus is the C# and .NET side of Godot, while also exposing GDScript, scene, runtime, and build functionality. The project describes 53 tools arranged into five groups: core, runtime, csharp, build, and scene.

Runtime diagnostics can capture C# exceptions from stderr and add source context through Roslyn. That context may include the relevant method body, nearby source lines, enclosing type, caller chain, recent logs, and scene state. Build diagnostics use the same general enrichment approach for errors reported by dotnet build. The optional Wick.Runtime NuGet companion adds in-process capture for asynchronous exceptions and supports live scene-tree queries.

## How it works

The server runs outside Godot. An AI client communicates with Wick over stdio using MCP, while the Godot editor and running game communicate with the server through TCP bridges. The documented ports are 6505 for the editor bridge, 7777 for the runtime bridge, and 7878 for the in-process Wick.Runtime bridge.

Tool groups are selected with the WICK_GROUPS environment variable or the --groups command-line option. Core is enabled by default and includes GDScript tools, scene parsing, GDScript LSP support, and introspection. Runtime, C# analysis, build operations, and scene modification are opt-in groups.

The optional companion must be added to the Godot C# project and initialized from the game. Both its Install and Tick methods are required when using its in-process bridge features; Tick drains the main-thread dispatcher used by live RPC handlers.

## Setup and configuration

Wick requires the .NET 10 SDK, version 10.0.201 or later, and Godot 4.6.1 or later with .NET/Mono support. Setup has two project components:

- Install the Godot bridge addon from the Godot Asset Library, or copy the repository's addons/wick directory into the project.
- Clone the repository and build the solution with dotnet build Wick.slnx --configuration Release -maxcpucount:1.

The MCP configuration runs the server with dotnet and points --project at src/Wick.Server. Set WICK_PROJECT_PATH to the Godot project location and WICK_GODOT_BIN to the Godot executable when those settings are needed. WICK_GROUPS can enable combinations such as core,runtime,csharp,build or all.

For in-process capture and live scene queries, add Wick.Runtime with dotnet add package Wick.Runtime, then call WickRuntime.Install() during startup and WickRuntime.Tick() from the process loop.

## Tools and capabilities

The buildepicshit/Wick MCP server supports these documented capability areas:

- Inspect and parse Godot scenes and query scene-tree state.
- Analyze GDScript through tooling and LSP-related functions.
- Find C# symbols and references and inspect member signatures with Roslyn.
- Launch and stop games, tail logs, and diagnose runtime failures.
- Run dotnet build, test, and clean operations, manage NuGet packages, and diagnose build failures.
- Create or modify scenes through headless Godot dispatch when the scene group is enabled.

## Limitations and notes

The server is not embedded inside Godot; the external process and its bridges must be available. Runtime and scene features beyond core require their corresponding tool groups. Wick.Runtime is optional, but live in-process RPC operations can hang if Tick is not called. The documented setup uses .NET 10 for the server and a separate net8.0 companion for the current stable Godot .NET runtime.

_Full upstream README: https://allmcps.com/mcp/buildepicshit-wick/readme_

