Wick
БесплатноНе проверенNative C# Model Context Protocol (MCP) server for Godot Engine. Connects AI coding assistants (Claude, Cursor, Copilot, VS Code, etc.) directly to your running
Описание
Native C# Model Context Protocol (MCP) server for Godot Engine. Connects AI coding assistants (Claude, Cursor, Copilot, VS Code, etc.) directly to your running Godot editor.
README
Wick
Roslyn-enriched C# exception telemetry for Godot Engine, exposed over MCP.
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
- .NET 10 SDK (10.0.201 or later)
- Godot 4.6.1+ with .NET/Mono support
Installation
Wick has two parts: a Godot-side bridge addon (/addons/wick/) and the .NET MCP server.
Godot bridge — install via the Godot Asset Library in-editor (recommended), or copy /addons/wick/ into your project manually.
MCP server — 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:
| Pillar | What it includes | Default |
|---|---|---|
| core | GDScript tools, scene parsing, GDScript LSP, introspection | Always on |
| runtime | Exception pipeline, game launch/stop, log tail, runtime_diagnose | Opt-in |
| csharp | Roslyn analysis, find symbol, find references, member signatures | Opt-in |
| build | dotnet build/test/clean, NuGet management, build_diagnose | Opt-in |
| scene | Scene create/modify via headless Godot dispatch | Opt-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 — 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 forgotTick().Install()alone covers exception capture, but live RPC handlers needTick()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 — 8 turns vs 1
Architecture
License
Установка Wick
У этого сервера нет опубликованного пакета — он собирается из исходников. Открой репозиторий и следуй инструкции в README.
▸ github.com/buildepicshit/WickFAQ
Wick MCP бесплатный?
Да, Wick MCP бесплатный — установка в пару кликов через Unyly без оплаты.
Нужен ли API-ключ для Wick?
Нет, Wick работает без API-ключей и переменных окружения.
Wick — hosted или self-hosted?
Self-hosted: сервер запускается локально на твоей машине командой из раздела установки.
Как установить Wick в Claude Desktop, Claude Code или Cursor?
Открой Wick на unyly.org, выбери вкладку своего клиента (Claude Desktop, Claude Code, Cursor) и нажми Install — конфиг сгенерируется автоматически, без правки JSON.
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