buildepicshit/Wick

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๏ธโƒฃ ๐Ÿ  ๐ŸŽ ๐ŸชŸ ๐Ÿง - Native C MCP server for Godot Engine โ€” 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.

Quick Install

One-Click IDE Configuration
claude_desktop_config.json
{
  "mcpServers": {
    "buildepicshit-wick": {
      "command": "npx",
      "args": [
        "-y",
        "buildepicshit-wick"
      ]
    }
  }
}
Or

Using an AI coding agent (Claude Code, Cursor, etc.)? Copy a ready-made prompt that tells it to fetch the setup instructions and install this server for you.

Documentation Overview

A BES Studios project

Wick

Roslyn-enriched C# exception telemetry for Godot Engine, exposed over MCP.

CI License: MIT


What is Wick?

When a Godot C# game crashes, your AI assistant sees a raw stack trace and spends 8+ turns asking you to open files. Wick captures that exception, enriches it with Roslyn-powered source context (the actual method body, caller chain, recent logs, scene state), and hands the full picture to the AI in one call. One turn to diagnosis instead of ten.

What makes Wick different?

Other Godot MCP servers (like the excellent GoPeak) focus on scene manipulation and GDScript tooling. Wick focuses on the C#/.NET developer experience:

  • Roslyn-enriched exception telemetry -- stderr-captured C# exceptions enriched with the calling method body, surrounding source lines, enclosing type, and caller chain. No other Godot MCP server does this.
  • In-process exception capture -- optional Wick.Runtime NuGet companion catches TaskScheduler.UnobservedTaskException and async exceptions that stderr can't see.
  • Build diagnostics with source context -- dotnet build errors enriched with Roslyn source context through the same pipeline as runtime exceptions.
  • C# analysis tools -- find symbol, find references, member signatures via Roslyn workspace.
  • 5-pillar tool group system -- activate only what you need: core, runtime, csharp, build, scene.

Getting Started

Prerequisites

Installation

Wick has two parts: a Godot-side bridge addon (/addons/wick/) and the .NET MCP server.

Godot bridge โ€” install via the Godot Asset Library in-editor (recommended), or copy /addons/wick/ into your project manually.

MCP server โ€” clone and build:

git clone https://github.com/buildepicshit/Wick.git
cd Wick
dotnet build Wick.slnx --configuration Release -maxcpucount:1

MCP Configuration

Add Wick to your AI coding assistant's MCP configuration:

{
  "mcpServers": {
    "wick": {
      "command": "dotnet",
      "args": ["run", "--project", "path/to/Wick/src/Wick.Server"],
      "env": {
        "WICK_GROUPS": "core,runtime,csharp,build",
        "WICK_GODOT_BIN": "/path/to/godot",
        "WICK_PROJECT_PATH": "/path/to/your/godot-project"
      }
    }
  }
}

Tool Groups

Activate tool pillars via WICK_GROUPS env var or --groups CLI flag:

PillarWhat it includesDefault
coreGDScript tools, scene parsing, GDScript LSP, introspectionAlways on
runtimeException pipeline, game launch/stop, log tail, runtime_diagnoseOpt-in
csharpRoslyn analysis, find symbol, find references, member signaturesOpt-in
builddotnet build/test/clean, NuGet management, build_diagnoseOpt-in
sceneScene create/modify via headless Godot dispatchOpt-in

Example: WICK_GROUPS=core,runtime,csharp,build or --groups=all.

Optional: Wick.Runtime Companion

For in-process exception capture (async exceptions, TaskScheduler.UnobservedTaskException) and live scene-tree queries, add the Wick.Runtime NuGet companion to your Godot C# project:

dotnet add package Wick.Runtime

Wire both Install() and Tick() into your game's entry point โ€” both are required:

using Wick.Runtime;

public partial class Main : Node
{
    public override void _Ready() => WickRuntime.Install();

    public override void _Process(double delta) => WickRuntime.Tick();
}

If your in-process bridge tools (runtime_query_scene_tree, etc.) hang forever, you forgot Tick(). Install() alone covers exception capture, but live RPC handlers need Tick() to drain the main-thread dispatcher. See docs/getting-started.md and the package README for the full story.

Architecture

Wick runs as an external process -- it does NOT run inside Godot. Communication:

  • stdio -- MCP protocol to the AI client
  • TCP 6505 -- editor bridge (Godot plugin to Wick server)
  • TCP 7777 -- runtime bridge (running game to Wick server)
  • TCP 7878 -- Wick.Runtime companion bridge (in-process to Wick server)

This architecture lets the Wick server and provider projects target .NET 10 while the optional in-process Wick.Runtime companion stays on net8.0 for Godot 4.6.1's current stable .NET runtime.

Attribution

Wick is a clean-room reimplementation inspired by GoPeak (MIT License, (c) 2025 Solomon Elias / HaD0Yun). See ATTRIBUTION.md for detailed credits.

Contributing

We welcome contributions! Please read CONTRIBUTING.md before submitting a PR.

Demo

Clone the repo and open docs/demo/player.html in a browser to watch the demo, or play the cast file directly:

asciinema play docs/demo/wick-demo.cast
Before/after โ€” 8 turns vs 1

Without Wick: 8+ turns. With Wick: 1 turn.

Architecture

Wick architecture diagram

License

MIT

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Last checked: 7/28/2026, 7:54:58 PM

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