GodotLens
Godot's own view of your GDScript project: code, scenes, and the running game
Install
Add this to your client's MCP configuration (Claude Desktop: claude_desktop_config.json; Cursor: .cursor/mcp.json; VS Code and others use the same "mcpServers" shape).
godotlens-mcpclaude mcp add godotlens -e 'GODOT_LSP_HOST=127.0.0.1' -e 'GODOT_LSP_PORT=6005' -e 'GODOT_DAP_HOST=127.0.0.1' -e 'GODOT_DAP_PORT=6006' -e 'GODOT_BIN=<GODOT_BIN>' -e 'GODOT_PROJECT_ROOT=<GODOT_PROJECT_ROOT>' -e 'GODOT_LSP_TIMEOUT=15' -e 'GODOT_DIAGNOSTICS_TIMEOUT=8' -e 'GODOT_VERSION=<GODOT_VERSION>' -e 'GODOT_FIND_FILE_LIMIT=60' -e 'GODOT_RUNTIME_MAX_SESSIONS=4' -- npx -y godotlens-mcp@1.2.0
{
"mcpServers": {
"godotlens": {
"command": "npx",
"args": [
"-y",
"godotlens-mcp@1.2.0"
],
"env": {
"GODOT_LSP_HOST": "127.0.0.1",
"GODOT_LSP_PORT": "6005",
"GODOT_DAP_HOST": "127.0.0.1",
"GODOT_DAP_PORT": "6006",
"GODOT_BIN": "<GODOT_BIN>",
"GODOT_PROJECT_ROOT": "<GODOT_PROJECT_ROOT>",
"GODOT_LSP_TIMEOUT": "15",
"GODOT_DIAGNOSTICS_TIMEOUT": "8",
"GODOT_VERSION": "<GODOT_VERSION>",
"GODOT_FIND_FILE_LIMIT": "60",
"GODOT_RUNTIME_MAX_SESSIONS": "4"
}
}
}
}
Environment variables
GODOT_LSP_HOSTGodot language server hostGODOT_LSP_PORTGodot language server port (the VS Code extension uses 6008)GODOT_DAP_HOSTGodot debug adapter hostGODOT_DAP_PORTGodot debug adapter port, used by the debug_* toolsGODOT_BINGodot executable, required by scene_*, project_config and runtime_*GODOT_PROJECT_ROOTProject root; auto-detected by walking up for project.godotGODOT_LSP_TIMEOUTSeconds to wait for a single LSP responseGODOT_DIAGNOSTICS_TIMEOUTSeconds to wait for diagnostics after a syncGODOT_VERSIONOverride Godot capability detectionGODOT_FIND_FILE_LIMITMax files gdscript_find inspects across the projectGODOT_RUNTIME_MAX_SESSIONSMax games runtime_run keeps running at once
godotlens-mcpclaude mcp add godotlens -e 'GODOT_LSP_HOST=127.0.0.1' -e 'GODOT_LSP_PORT=6005' -e 'GODOT_DAP_HOST=127.0.0.1' -e 'GODOT_DAP_PORT=6006' -e 'GODOT_BIN=<GODOT_BIN>' -e 'GODOT_PROJECT_ROOT=<GODOT_PROJECT_ROOT>' -e 'GODOT_LSP_TIMEOUT=15' -e 'GODOT_DIAGNOSTICS_TIMEOUT=8' -e 'GODOT_VERSION=<GODOT_VERSION>' -e 'GODOT_FIND_FILE_LIMIT=60' -e 'GODOT_RUNTIME_MAX_SESSIONS=4' -- uvx godotlens-mcp==1.2.0
{
"mcpServers": {
"godotlens": {
"command": "uvx",
"args": [
"godotlens-mcp==1.2.0"
],
"env": {
"GODOT_LSP_HOST": "127.0.0.1",
"GODOT_LSP_PORT": "6005",
"GODOT_DAP_HOST": "127.0.0.1",
"GODOT_DAP_PORT": "6006",
"GODOT_BIN": "<GODOT_BIN>",
"GODOT_PROJECT_ROOT": "<GODOT_PROJECT_ROOT>",
"GODOT_LSP_TIMEOUT": "15",
"GODOT_DIAGNOSTICS_TIMEOUT": "8",
"GODOT_VERSION": "<GODOT_VERSION>",
"GODOT_FIND_FILE_LIMIT": "60",
"GODOT_RUNTIME_MAX_SESSIONS": "4"
}
}
}
}
Environment variables
GODOT_LSP_HOSTGodot language server hostGODOT_LSP_PORTGodot language server port (the VS Code extension uses 6008)GODOT_DAP_HOSTGodot debug adapter hostGODOT_DAP_PORTGodot debug adapter port, used by the debug_* toolsGODOT_BINGodot executable, required by scene_*, project_config and runtime_*GODOT_PROJECT_ROOTProject root; auto-detected by walking up for project.godotGODOT_LSP_TIMEOUTSeconds to wait for a single LSP responseGODOT_DIAGNOSTICS_TIMEOUTSeconds to wait for diagnostics after a syncGODOT_VERSIONOverride Godot capability detectionGODOT_FIND_FILE_LIMITMax files gdscript_find inspects across the projectGODOT_RUNTIME_MAX_SESSIONSMax games runtime_run keeps running at once
Documentation
From the project's README on GitHub, refreshed weekly. Links open on GitHub.
Contents
GodotLens: Godot's own view of your GDScript project
An MCP server that lets an AI agent ask Godot itself about your project — where a symbol is used, what a method's real signature is, whether an edit compiles, how a scene is wired — and run the game, look at it and drive it, so the agent can check that the game does what it meant without a person playing it.
Why
An agent editing GDScript from text alone is guessing. It cannot tell a call from a comment,
cannot know which methods exist on a CharacterBody2D in your Godot version, cannot see that
a signal handler is wired by name inside a .tscn, and cannot see what happened at runtime.
GodotLens never answers those questions itself. It asks the engine and returns the engine's
answer. Measured on Godot 4.7.1, in a project where take_damage is defined in player.gd,
called twice from enemy.gd, once from player.gd, and named in a comment:
| Approach | Result |
|---|---|
grep take_damage | 5 matches, including the comment |
gdscript_references | exactly 4 real call sites; the comment is not among them |
That principle — delegate every judgement to Godot — is what makes the answers trustworthy,
and it is why the tool names tell you where an answer came from. gdscript_* is the language
server. scene_* and project_* run the engine on the project. debug_* is your editor's
debugger. runtime_* is a game GodotLens launched and is connected to.
Requirements
| Needed for | |
|---|---|
| Godot 4.6+ editor open on your project | gdscript_* and debug_* — the language server and debug adapter live inside the editor |
A Godot binary via GODOT_BIN, a ./godot/ directory, or PATH | scene_*, project_* and runtime_*, which run the engine themselves and need no editor |
Python 3.10+, or Node.js 16+ for npx | running this server |
Godot 4.6 is the floor because the language server changed materially at 4.5 (URI encoding) and 4.6 (document ownership). Older versions are refused with a clear message rather than silently misread.
Install
npx (recommended). The package bundles the server; there are no runtime dependencies.
{
"mcpServers": {
"godotlens": {
"command": "npx",
"args": ["-y", "godotlens-mcp"]
}
}
}
pip
pip install godotlens-mcp
{
"mcpServers": {
"godotlens": { "command": "godotlens-mcp" }
}
}
How to run
| Setup | What works | Do this |
|---|---|---|
| Your editor is open — normal development | Everything | Turn on Import Resources When Unfocused in Editor Settings (below). |
| No editor — CI, scripts | scene_*, project_*, runtime_* | For gdscript_* and debug_*, start a headless editor: godot --path <project> --editor --headless --lsp-port 6005 --dap-port 6006 |
Games GodotLens launches (runtime_run) | runtime_*, beside either of the above | Nothing. Each game is its own process connected to GodotLens; no editor run slot is used. |
Import Resources When Unfocused. The editor notices new and changed files only when its
window gains focus. An agent-driven editor never gains focus, so a new class_name script stays
unknown — every script using it reports the name as undeclared and the game fails to parse —
and new assets stay unimported. With this setting on, the editor rescans every half second.
It is interface/editor/behavior/import_resources_when_unfocused in 4.7 and
interface/editor/import_resources_when_unfocused in 4.6; to set it for one project only, put
the 4.6 name under [editor_overrides] in project.godot (4.7 migrates it on load). When a
synced file names a class the editor has not registered, gdscript_sync_file waits briefly,
then says which class and points here.
Games GodotLens launches. runtime_run starts the game with --remote-debug pointing at
GodotLens, so the game connects to GodotLens the way it would to the editor's debugger. Games
are headless by default — no window, no sound, nothing takes focus. Pass windowed: true
only for runtime_screenshot: the window opens at a far-off position with audio muted, and is
then moved fully off-screen, so at most a small corner may show for a moment.
Script errors are reported and never stop the game. A game started this way ends when it is
stopped, when GodotLens exits, and on Windows even if GodotLens is killed outright. Its log,
like that of every engine run GodotLens starts, goes to a temporary file of its own: Godot keeps
only the newest five logs per project, and your own play and test logs stay among them.
The helper. runtime_eval and runtime_input need code inside the game. GodotLens passes
its own helper.gd to the game with --script for that run only; nothing is written to your
project. Godot still loads your project's settings, input map and autoloads, and the helper
opens the scene. A project that sets its own main loop type runs without it, and
runtime_run with helper: false runs the game exactly as it is.
Several agents. Subagents in one Claude Code session share one GodotLens process
(gdscript_status and runtime_status report its server_pid). Calls run concurrently, so a
long runtime_run or scene check does not hold up anyone else's query, and each agent can run
its own game with runtime_run (GODOT_RUNTIME_MAX_SESSIONS, default 4). Two things are not
coordinated: debug_run uses your editor's single run slot, so a second run stops the first;
and two agents writing the same file overwrite each other — have one agent write at a time.
The loop
The tools are designed around one cycle. Read it once and the rest of this document is a reference.
flowchart LR
U["<b>Understand</b><br/>gdscript_find<br/>gdscript_references<br/>gdscript_hover"]
W["<b>Write</b><br/>gdscript_engine_api<br/>gdscript_complete<br/>gdscript_validate"]
S["<b>Sync</b><br/>gdscript_sync_file"]
V["<b>Verify</b><br/>gdscript_diagnostics<br/>scene_validate<br/>project_validate"]
R["<b>Run</b><br/>runtime_run"]
O["<b>Observe & act</b><br/>runtime_tree · runtime_inspect<br/>runtime_output · runtime_eval<br/>runtime_input · runtime_screenshot"]
U --> W --> S --> V --> R --> O
O -- "fix, then runtime_reload" --> W
O -- "something is wrong" --> U
classDef step fill:#f5f7fa,stroke:#4a6785,stroke-width:1px,color:#1b2733;
class U,W,S,V,R,O step;
- Understand.
gdscript_findlocates a symbol by name;gdscript_referencesandgdscript_hoverexplain how it is used and what type it is. - Write.
gdscript_engine_apigives real signatures instead of recalled ones,gdscript_completeoffers scene-aware candidates, andgdscript_validatechecks proposed content before it reaches disk. - Sync. Godot's language server does not watch the filesystem. After editing a
.gdfile, callgdscript_sync_fileor it keeps answering from the old text. - Verify.
gdscript_diagnosticsfor compile errors,scene_validatefor what the compiler cannot see in a scene,project_validateafter moving files. - Run.
runtime_runstarts the game and returns its first output and errors. - Observe and act. See the live tree and values, press inputs, evaluate expressions,
take a screenshot; fix the code and
runtime_reloadit into the running game.
Two conventions apply throughout:
- All line and character parameters are 0-indexed, matching the LSP. Editor line 1 is
line 0.
gdscript_findexists partly so you rarely have to compute one by hand. - Results carry a
verifiedflag where it matters.verified: falsewith an empty diagnostics list means Godot never reported back — that is not a clean bill of health.
Tools
Understanding code
| Tool | Description |
|---|---|
gdscript_find | Locate a declaration by name. Returns a position the tools below accept directly. |
gdscript_definition | Where a symbol is defined. |
gdscript_references | Every reference project-wide. On 4.6+ this reparses every .gd file, so it is not cheap. |
gdscript_references_in_file | Occurrences within one file. Much cheaper. Godot 4.7+. |
gdscript_hover | Type information and documentation for a symbol. |
gdscript_symbols | The symbol tree of a file. |
gdscript_signature_help | Parameter info at a call site. |
gdscript_symbols_batch, gdscript_definitions_batch, gdscript_references_batch | The same, across many files or positions in one call. |
Writing code
| Tool | Description |
|---|---|
gdscript_engine_api | Signatures and docs for an engine class or member, from the exact build in use, including members inherited from parent classes. Use instead of recalling Godot's API. |
gdscript_complete | Completions at a position. The only scene-aware query: includes real $NodePath entries and the signals actually on the owning node. |
gdscript_validate | Check proposed content for errors without writing it to disk. |
gdscript_rename | Rename a symbol. Refuses when Godot will not rename it, and warns when the name also appears in scene files it cannot update. |
Keeping Godot in step
| Tool | Description |
|---|---|
gdscript_sync_file | Sync one modified file and return its diagnostics. Waits briefly for a new class_name the editor has not registered yet. |
gdscript_sync_files | Sync several at once. |
gdscript_release_file | Release a file so the language server reads from disk again. |
gdscript_diagnostics | Errors and warnings for one or more files. |
gdscript_status | Connection check. Start here if anything behaves oddly. |
Project and scenes
These run the Godot binary, so scenes resolve exactly as the engine builds them, inherited and
instanced scenes included. They do not parse .tscn as text, and need no editor.
| Tool | Description |
|---|---|
project_config | Autoload singletons, input action names, class_name globals, and the main scene, via ProjectSettings, with whether each file exists. |
project_validate | References that no longer resolve after files move: scene and resource dependencies, autoload scripts, the main scene. A reference whose UID still resolves is not broken. |
scene_state | Node tree, types, script attachments, unique_name_in_owner flags, exported values, and signal connections. |
scene_validate | What Godot gets silently wrong in a scene. Errors: dangling connections, missing signals, handlers taking the wrong number of arguments, unknown node types, scripts that do not fit their node, missing parents, duplicate names. Warnings: unknown properties, wrong value types, NodePaths to nodes not in the scene. |
Debugger in your editor
Godot serves a Debug Adapter Protocol server from the editor, no addon required. These use the editor's own run slot — one game at a time — and are the way to set breakpoints.
| Tool | Description |
|---|---|
debug_run | Run the project from the editor and return what it printed and every structured error. args: ["--headless"] runs it with no window. |
debug_output | Output from that game — print, stdout, stderr — and structured errors (push_error, push_warning, engine and script errors) with file, line and stack. Drained on each call. |
debug_set_breakpoints | Set breakpoints in a file. |
debug_stack_trace | The call stack where execution is paused. Empty means not paused. |
debug_inspect | Variables in a stack frame, by scope. |
debug_evaluate | Evaluate an expression at a breakpoint. Refused where Godot would resume the game instead of answering. |
debug_continue, debug_pause, debug_step_over | Execution control. |
debug_terminate | Stop the running game. |
debug_status | Adapter connection and whether the game is running or paused. |
Games GodotLens launches
runtime_run starts the game as its own process, connected straight back to GodotLens, so
several agents can each run one at once and no editor is needed.
| Tool | Description |
|---|---|
runtime_run | Launch the game, headless by default. Returns a session id and its first output and errors. |
runtime_output | What the game printed and every structured error it raised, with file, line and stack. |
runtime_tree | The live scene tree, including nodes created at runtime. |
runtime_inspect | Current property values of a node, script variables included. |
runtime_set | Change a property and read it back; values are converted to the property's type. |
runtime_eval | Evaluate an expression while the game runs, against the scene, autoloads, engine singletons and class_name globals. |
runtime_input | Press an input action as a player would; is_action_just_pressed sees it. |
runtime_reload | Hot-reload changed scripts, keeping state. Refuses scripts that do not compile. |
runtime_screenshot | What a windowed game is drawing, as an image. |
runtime_monitors | FPS, frame times, node and orphan counts, memory, custom monitors, with history. |
runtime_pause, runtime_time_scale, runtime_step | Freeze, slow down, or step a game. |
runtime_status, runtime_stop | List and stop the games GodotLens is running. |
Limitations
Worth knowing before you trust a result.
What the language server cannot see
- It reads
.gdfiles only. A signal handler wired in a.tscn[connection]block is invisible to it, so renaming that handler leaves the scene pointing at a method that no longer exists. This is whyscene_validateexists and whygdscript_renamewarns. - Autoload and input action names are bare strings.
GameState.add_score(1)andInput.is_action_pressed("jump")are validated by nothing at all. Check them againstproject_configbefore writing them. - New files reach it only through the editor's filesystem scan (see How to run). The
scan notices a folder only when its modification time changes, and Godot keeps those times
in whole seconds, so a file created in the same second as a scan can be missed. When a new
class is still unknown a second later, GodotLens creates and removes an empty hidden file
(
.godotlens-rescan) in that folder — the editor ignores dot-names — so the next scan re-reads it. Nothing else is written to your project. gdscript_referencesis expensive on 4.6+, reparsing every script in the project. Prefergdscript_references_in_filewhen one file is enough.
Running games
- No pixels in a headless game.
runtime_screenshotneedswindowed: true, andruntime_stepdoes too: Godot pauses again only after the next drawn frame. - Hot reload covers scripts only. Edited
.tscnfiles and new or changed assets need a restart. A script that fails to compile is disabled in the running game, soruntime_reloadrefuses one with errors — which needs the editor's language server to check; without an editor it reloads unchecked and says so. runtime_evalis Godot'sExpression, not full GDScript: calls, operators and member access, no statements or assignment. Calls run for real.- Breakpoints are only in your editor (
debug_*).debug_evaluateworks only while paused in a frame with a script instance; in a static function or at a parse-error break it is refused, because Godot would resume the game instead of answering. - Godot rate-limits what a game reports (
network/limits/debugger/*project settings): a game printing heavily has its output truncated by the engine. - On Linux and macOS a game is stopped when GodotLens exits normally, but keeps running if GodotLens is killed outright. On Windows it is stopped either way (a job object).
Scene and project checks
scene_*andproject_configstart your autoloads, as the game would, so a script that uses an autoload compiles.project_validateandruntime_monitorsstart nothing.- Some scene mistakes are not visible to any engine API. An unknown property on a
[sub_resource]is dropped by Godot while loading, before anything can ask about it. project_validatecovers scenes and resources. A brokenpreload()orextendspath in a script is a compile error, whichgdscript_diagnosticsreports.
One project, one editor. A second editor on the same project — a headless one beside your
GUI editor, say — rewrites .godot/'s class cache from its own view and can drop classes the
other registered. Attach GodotLens to the editor you have open.
Architecture
Four channels, one process. Each tool group maps to exactly one of them, which is how you know where an answer came from.
flowchart TD
Agent["AI Agent<br/>(and its subagents)"]
GL["<b>GodotLens</b><br/>MCP server · JSON-RPC 2.0<br/>Python 3.10+ · no dependencies"]
Agent <-- "stdio" --> GL
GL -- "TCP 6005<br/>language server" --> Editor
GL -- "TCP 6006<br/>debug adapter" --> Editor
GL -- "subprocess<br/>--headless --script" --> Binary
Game -- "TCP, game connects back<br/>remote debugger protocol" --> GL
Editor["<b>Godot Editor</b><br/>your open editor<br/><i>gdscript_* · debug_*</i>"]
Binary["<b>Godot binary</b><br/>run on demand<br/><i>scene_* · project_*</i>"]
Game["<b>Games GodotLens launched</b><br/>one process each<br/><i>runtime_*</i>"]
classDef svc fill:#eef4fb,stroke:#4a6785,stroke-width:1px,color:#1b2733;
classDef godot fill:#f3f0fb,stroke:#6b5b95,stroke-width:1px,color:#1b2733;
class Agent,GL svc;
class Editor,Binary,Game godot;
The MCP, LSP and DAP protocols and Godot's binary value format are implemented directly against
the standard library, so the package has zero runtime dependencies and the npm bundle is a
handful of .py and .gd files.
Configuration
| Variable | Default | Description |
|---|---|---|
GODOT_LSP_HOST | 127.0.0.1 | Language server host |
GODOT_LSP_PORT | 6005 | Language server port. The official VS Code extension uses 6008 |
GODOT_DAP_HOST | 127.0.0.1 | Debug adapter host |
GODOT_DAP_PORT | 6006 | Debug adapter port, used by debug_* |
GODOT_BIN | auto | Godot executable, required by scene_*, project_* and runtime_* |
GODOT_PROJECT_ROOT | auto | Project root; auto-detected by walking up for project.godot |
GODOT_LSP_TIMEOUT | 15 | Seconds to wait for a single language server response |
GODOT_DIAGNOSTICS_TIMEOUT | 8 | Seconds to wait for diagnostics after a sync |
GODOT_VERSION | auto | Override capability detection |
GODOT_FIND_FILE_LIMIT | 60 | Max files gdscript_find inspects when searching the whole project |
GODOT_RUNTIME_MAX_SESSIONS | 4 | Max games runtime_run keeps running at once |
Contributing
pip install -e ".[dev]"
pytest -m "not integration" # no Godot needed
ruff check .
Integration tests launch a real headless Godot and skip cleanly without one. The one test that opens a game window runs only when asked, or under a virtual display on Linux:
GODOT_BIN=/path/to/godot pytest -m integration
GODOTLENS_WINDOWED_TESTS=1 GODOT_BIN=/path/to/godot pytest -m windowed
CI runs the suite on Linux, Windows and macOS across Python 3.10–3.13, runs the integration tests against a real Godot on all three, and installs the built npm tarball and executes it.
License
Frequently asked questions
What is GodotLens?
Godot's own view of your GDScript project: code, scenes, and the running game
How do I install GodotLens?
It runs on your machine. In Claude Code: claude mcp add godotlens -e 'GODOT_LSP_HOST=127.0.0.1' -e 'GODOT_LSP_PORT=6005' -e 'GODOT_DAP_HOST=127.0.0.1' -e 'GODOT_DAP_PORT=6006' -e 'GODOT_BIN=<GODOT_BIN>' -e 'GODOT_PROJECT_ROOT=<GODOT_PROJECT_ROOT>' -e 'GODOT_LSP_TIMEOUT=15' -e 'GODOT_DIAGNOSTICS_TIMEOUT=8' -e 'GODOT_VERSION=<GODOT_VERSION>' -e 'GODOT_FIND_FILE_LIMIT=60' -e 'GODOT_RUNTIME_MAX_SESSIONS=4' -- npx -y godotlens-mcp@1.2.0. For other clients, paste the JSON configuration from this page into their MCP settings.
Does GodotLens need an API key?
Its registry entry lists no required key or secret. Some features may still need an account with the service it connects to.
Is GodotLens open source?
Yes. Its code is on GitHub under the Apache-2.0 license.
Who maintains GodotLens?
It is published by pzalutski-pixel. AI.tn lists it but does not maintain or endorse it.
From the official MCP Registry. Listing is not an endorsement: review a server's code and permissions before giving it access to your data.