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  3. Wick
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Health: ActiveRecent health check succeeded.Last checked 9/9/2026, 3:49:36 PM

Wick

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View Repository20 GitHub StarsTotal stargazers on GitHub for the source repository (20 stars).Visit Website
godotdotnetcsharpdebugginggame-development

Godot-focused MCP tooling for C# exception diagnosis, Roslyn analysis, builds, scenes, and GDScript.

Quick Install

Automated & IDE Setup

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.

Manual Client & Custom JSON ConfigExpand JSON ▾
No confirmed setup config for this listing yet. We only publish a config block when the install details come from the project itself — its README, its docs, or a verified owner. We haven’t found those for buildepicshit/Wick, and we’d rather show nothing than a guess you’d paste into your client. Follow the project’s own setup instructions for the current steps.
Install Directory Badge Claim listing Alternatives🎮 More in Gaming

Overview

The buildepicshit/Wick MCP server connects AI coding assistants to Godot projects through a native .NET server and TCP bridges. It provides 53 tools across runtime diagnostics, C# and GDScript analysis, scene inspection, and MSBuild operations, with optional Roslyn source enrichment for exceptions and build errors. Install the Godot bridge alongside the server, then configure the project path, Godot executable, and enabled tool groups. Reach for it when an agent needs structured context from a Godot C# project rather than only raw logs or stack traces.

Use cases

•Diagnose C# exceptions with source context
•Inspect Godot scene trees and project state
•Analyze C# symbols and references with Roslyn
•Run and diagnose .NET builds and tests
•Create or modify scenes through headless Godot dispatch

Key features

•Roslyn-enriched exception telemetry
•C# symbol and reference analysis
•GDScript and scene tooling
•Runtime launch, logging, and diagnosis
•MSBuild, test, clean, and NuGet operations
•Configurable MCP tool groups

Capabilities & Tool Schemas

Inspect callable tools, capabilities, and parameters exposed to AI agents by Wick.

Extracted Tool Capabilities
Roslyn-enriched exception telemetry
C# symbol and reference analysis
GDScript and scene tooling
Runtime launch, logging, and diagnosis
MSBuild, test, clean, and NuGet operations
Configurable MCP tool groups

How Wick works

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.

Read the full README →View source on GitHub →

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Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars
20
Stargazers on the source repository.
Last commit
1mo ago
Most recent push to the default branch.
Directory activity
5 views
Config copies, upvotes, and views on AllMCPs.

Reviews

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Frequently Asked Questions about Wick

Install the Godot bridge addon from the Godot Asset Library or copy addons/wick into the project, then clone the repository and build it with dotnet build Wick.slnx --configuration Release -maxcpucount:1. Configure the MCP client to run the Wick.Server project with dotnet.

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Technical Specs & Signals

Category🎮Gaming
PricingFree
More technical detailsExpand ▾
AuthNo auth required
LicenseMIT
Last updatedSep 2, 2026
40/96 checks healthy over the last 32d
Views5
Unique ViewsTotal visits recorded for this listing page on AllMCPs.
Installs0
Installs & Copy ActionsTotal times users copied install commands or configuration snippets for this server.
GitHub stars20
GitHub Star CountTotal stargazers on GitHub representing community popularity (20 stars).
Last commit1mo ago
Last Repository CommitThe most recent commit or push recorded for this server's GitHub repository.Last commit on Jul 27, 2026
48Quality signal: Fair · 48/100How this signal is calculated ▾
Server availabilityNot measured

Not scored for repo-hosted servers — we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership10/20
Documentation & tools20/30
Adoption & activity5/15
Community engagement1/10

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More in 🎮 Gaming →Best MCP servers for Gaming →Alternatives to Wick →Install in Claude DesktopInstall in CursorInstall in VS Code