Analyzes GDScript projects through Godot's LSP, scene resolver, and debugger for navigation, validation, refactoring, and runtime inspection.
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent ā or use 1-click editor setup below.
This server is confirmed live ā we successfully called its tools/list endpoint directly (see the verified badge above). We haven't yet sandbox-tested the stdio install command below specifically, which is a separate, ongoing check.
š” Paste the JSON block into your client's configuration file under mcpServers, then restart the application.
Inspect callable tools, capabilities, and parameters exposed to AI agents by Godotlens MCP.
gdscript_statusCheck connection status to the Godot LSP server. Returns: connection status, host, and port. Use this to verify Godot editor is running before using other tools. If disconnected, start Godot editor with your project open.
gdscript_definitionNavigate to the definition of a symbol at a given position. Returns: file path and line number where the symbol is defined. IMPORTANT: Uses ZERO-BASED coordinates (editor line 1 = pass line 0). Use when you need to find where a function, variable, or class is defined.
gdscript_referencesFind all references to a symbol across the entire project. Returns: list of locations (file, line, character) where the symbol is used. IMPORTANT: Uses ZERO-BASED coordinates. Essential for impact analysis before refactoring: 'What code uses this symbol?'
gdscript_hoverGet type information and documentation for a symbol at a given position. Returns: type signature, documentation string, or description of the symbol. IMPORTANT: Uses ZERO-BASED coordinates. Use to understand what type a variable is, or what a function returns.
gdscript_symbolsList all symbols (classes, functions, variables, signals, enums) in a file. Returns: symbol tree with name, kind, and line number for each symbol. Use to understand the structure of a file before making changes. WORKFLOW: gdscript_symbols to explore, then gdscript_hover or gdscript_definition for details.
gdscript_signature_helpGet function signature and parameter information at a call site. Returns: function name, parameters with types, and return type. IMPORTANT: Uses ZERO-BASED coordinates. Use when you need to know the correct parameters for a function call.
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.
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.
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.
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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