Godot-focused MCP tooling for C# exception diagnosis, Roslyn analysis, builds, scenes, and GDScript.
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent — or use 1-click editor setup below.
One-click editor setup isn’t available for this listing yet — we don’t have a confirmed install command, and we’d rather show nothing than point your editor at the wrong package or host. Follow the project’s own setup instructions, linked above.
Inspect callable tools, capabilities, and parameters exposed to AI agents by Wick.
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.
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.
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:
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.
The buildepicshit/Wick MCP server supports these documented capability areas:
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.
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