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Godotlens MCP

by pzalutski-pixel

Analyzes GDScript projects through Godot's LSP, scene resolver, and debugger for navigation, validation, refactoring, and runtime inspection.

Install Godotlens MCP

Pick your client, then add it in one click or paste the config.

STDIONode.js
~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "pzalutski-pixel-godotlens-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "godotlens-mcp"
      ]
    }
  }
}

Settings → Developer → Edit Config, merge this into mcpServers, then fully quit and reopen Claude Desktop.

We couldn’t confirm it starts correctly

The install command started, but didn't respond the way we expected when we tried to talk to it.

npx -y godotlens-mcp

initialize succeeded but no response to tools/list.

This is an experimental automated check and can have false negatives — missing environment variables, a slow cold install, etc. It doesn’t necessarily mean something’s wrong. Last checked 1mo ago.

Overview

pzalutski-pixel/godotlens-mcp MCP server lets AI agents query Godot's language server, scene state, and debug adapter through MCP. It provides GDScript navigation, symbol information, references, diagnostics, safe validation, renaming, file synchronization, scene checks, and runtime debugging. Godot 4.6 or newer must have the project open, while scene tools also need access to a Godot binary. Reach for it when an agent needs engine-verified answers instead of relying on text search or recalled Godot APIs.

Use cases

  • Navigate from a GDScript symbol to its definition
  • Analyze references before renaming a project-wide symbol
  • Validate edited scripts before writing them to disk
  • Inspect scene wiring and runtime state while debugging

Key features

  • GDScript definitions, references, symbols, and hover data
  • Engine API lookup and scene-aware code completion
  • Pre-write validation and post-edit diagnostics
  • Single-file and batch file synchronization
  • Scene state inspection and signal validation
  • Debugger controls, breakpoints, and runtime inspection

Tools33

What Godotlens MCP lets your agent do. Expand a tool for its parameters.

Verified live~4.4k tokens of context

Security & health

What it can reach and how reliably it runs — from our own checks, not the maintainer’s claims.

ActiveLast checked Today

Recent health check succeeded.

7/10 checks healthy over the last 78d

Supply-chain signal

No high-severity advisories surfaced by our automated scan.

Critical 0High 0Medium 0Low 0

Scanned 8d ago via OSV.dev · godotlens-mcp (npm)

Adoption & maintenance

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

GitHub stars10Stargazers on the source repository.
npm downloads272Package downloads in the last 30 days.
Last commit10d agoMost recent push to the default branch.
Install checkInconclusiveStarted but did not complete the MCP handshake in our test.
Tools exposed33Callable tools this server registers over MCP.
Directory activity8 viewsConfig copies, upvotes, and views on AllMCPs.

How Godotlens MCP works

What pzalutski-pixel/godotlens-mcp MCP server does

pzalutski-pixel/godotlens-mcp MCP server exposes Godot's own project analysis capabilities to an AI agent. It is intended for agents that read or modify GDScript and need results grounded in the active Godot project rather than approximate text processing.

The language-server tools cover symbol definitions, references, hover information, signatures, file symbols, completions, diagnostics, and project-wide renames. Batch variants reduce repeated calls when analyzing several files or positions. The server also includes scene and runtime functions: scene inspection resolves the node tree and attached scripts as Godot instantiates them, while the debugger can report output, stack frames, variables, evaluated expressions, breakpoints, and execution state.

How it works

Godot must be running with the project open. The server communicates with the editor's language server for gdscript_* operations and with the editor's debug adapter for debug_* operations. The language server uses zero-based line and character positions, so an editor's first line is passed as line 0.

Godot's language server does not automatically watch filesystem edits made by external tools. After changing a GDScript file, call gdscript_sync_file or gdscript_sync_files; otherwise subsequent analysis may use the older in-session content. gdscript_release_file lets the session discard content it previously supplied and return to the disk version.

A practical editing cycle is to inspect symbols and references, check the engine API or completions, validate proposed content, write the change, synchronize modified files, and then inspect diagnostics. For runtime issues, check the debug connection, run or pause the game, and use output or paused-frame inspection to investigate behavior.

Setup and configuration

pzalutski-pixel/godotlens-mcp MCP server can run through Node.js 16 or newer with npx, or through Python 3.10 or newer after installing the package. The documented Node configuration uses npx -y godotlens-mcp; the Python configuration starts the godotlens-mcp executable.

Godot 4.6 or newer is required. Start the editor with the target project open. Headless operation is also supported using Godot's editor mode with LSP port 6005 and debug adapter port 6006. Scene operations require a Godot binary available through GODOT_BIN, a ./godot/ directory, or the system PATH.

Tools and capabilities

  • Navigate to definitions and find project-wide or file-local references.
  • Read symbol trees, hover documentation, function signatures, and scene-aware completions.
  • Query authoritative engine class or member documentation from the active Godot build.
  • Validate proposed content without writing it, then retrieve compiler errors and warnings.
  • Rename symbols and return the workspace edits needed across files.
  • Synchronize one or many modified files with the language server.
  • Inspect resolved scene nodes, scripts, exported values, unique-owner flags, and signal connections.
  • Check scene signal connections for missing handlers, missing scripts, or invalid targets.
  • Read runtime output, set breakpoints, inspect stack frames and variables, evaluate expressions, and control paused execution.

Limitations and notes

The GDScript language server analyzes .gd files, so scene-defined signal connections are not covered by ordinary references or renames. Use scene_validate after editing scenes or changing signal handlers. The scene tools require a Godot binary, and gdscript_references_in_file requires Godot 4.7 or newer.

Full-project reference searches can be expensive on Godot 4.6 and newer because they reparse every GDScript file; use the file-local variant where appropriate. Runtime output is drained after each read, and stack variables or expression evaluation are meaningful only while execution is paused. A disconnected status or an empty result does not necessarily prove that a project is clean, so check the returned connection and verification information before relying on it.

pzalutski-pixel/godotlens-mcp MCP server does not replace Godot's runtime behavior with static guesses: compile diagnostics describe code validity, while the debug tools are needed to determine what the running game printed or how it stopped.

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Frequently Asked Questions about Godotlens MCP

Use `npx -y godotlens-mcp` with Node.js 16 or newer, or install the `godotlens-mcp` package with Python 3.10 or newer.

Yes. Godot 4.6 or newer must be running with the project open because the server uses Godot's language server and debug adapter.

Godot 4.6 or newer is required. The `gdscript_references_in_file` capability requires Godot 4.7 or newer.

Call `gdscript_sync_file` for one modified file or `gdscript_sync_files` for multiple files, then use diagnostics to inspect errors and warnings.

Yes. Its debug tools can read output, set breakpoints, pause or continue execution, inspect stack frames and variables, evaluate expressions, step over code, and terminate the game.

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