GitHub
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
Beschreibung vom Entwickler (englisches Original)
Godot 4.7 for coding agents: offline API, checks, review, safe edits, tests, play, 3D models.
Diese drei werden nie zu einer Punktzahl zusammengefasst: Meinungen, Messungen und Beliebtheit sind verschiedene Dinge.
Für diesen Server haben wir noch keine Zusammenfassung in einfacher Sprache geschrieben. Unten stehen die Fakten, die wir aus der Registry gelesen haben.
Wähle die KI-App, die du nutzt, und kopiere die Einstellungen.
GODOTDu brauchst
Welche App nutzt du?
Wähle oben deine App. Wir merken sie uns, damit der Button beim nächsten Mal „In … installieren“ anzeigt.
Öffne Claude Desktop → Settings → Developer → Edit Config und füge dies in claude_desktop_config.json ein
{
"mcpServers": {
"godotwright": {
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}Führe das in deinem Terminal aus
claude mcp add godotwright --env GODOT=your-value -- npx -y godotwright mcp --tier cheapTrag die leeren Werte ein, bevor du ihn startest.
In .cursor/mcp.json in deinem Projekt oder in ~/.cursor/mcp.json einfügen
{
"mcpServers": {
"godotwright": {
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
In .vscode/mcp.json in deinem Projekt einfügen
{
"servers": {
"godotwright": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
Dieser Server läuft auf deinem Computer, und ChatGPT kann sich nur mit Servern im Internet verbinden. Wähle eine andere App.
Deine Auswahl bleibt in einem Cookie auf diesem Gerät; kein Konto nötig.
GODOT envDiese Einstellungen werden aus dem Registry-Eintrag des Entwicklers erzeugt. Wenn in der README etwas anderes steht, folge der README.
Läuft auf deinem Computer; die Tool-Liste erscheint nach der Installation in deiner KI-App.
Wir prüfen Informationen, die jeder sehen kann; den Code haben wir nicht gelesen. Checks, die nicht zutreffen, werden nicht mitgezählt. · Geprüft am 8. Nov. 2026
Der Registry-Name wurde mit dem GitHub-Konto laaielichter bestätigt, dem das Repo gehört
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieser Server läuft auf deinem Computer; es gibt keinen Endpunkt im Internet
Läuft auf deinem Computer und nutzt stattdessen lokale Einstellungen
Läuft auf deinem Computer; Tool-Listen können wir nur von Endpunkten im Internet lesen
Verglichen mit allen aktiven Servern dieser Kategorie in der Registry. Sterne zählen nur, wenn dem Herausgeber das Repo gehört.
Er hat 1 von 1 zutreffenden Basischecks bestanden. Den Code haben wir nicht gelesen. Bevor du einen Schlüssel oder Token hinzufügst, sieh nach, welche Zugriffe der Server verlangt, und nutze einen Schlüssel, der nur die Berechtigungen hat, die du brauchst.
Die Registry nennt keinen erforderlichen Schlüssel, manche Server bitten dich aber bei der ersten Nutzung, dich anzumelden.
Er läuft auf deinem Computer. Deine KI-App startet ihn bei Bedarf, und die Daten laufen nicht über die Server des Entwicklers (außer der Server ruft selbst einen Onlinedienst auf).
Das GitHub-Repo wurde zuletzt – geändert, und die neueste Version (0.6.0) kam vor 5 Tagen in die Registry.
Apps, die MCP unterstützen, etwa Claude Desktop, Claude Code, Cursor und VS Code. Außerdem brauchst du Node.js auf deinem Computer.
In derselben Kategorie: GitHub, Desktop Commander, Cloudflare MCP
Server derselben Kategorie von anderen Entwicklern, sortiert nach Sternen.
So liest du eine Karte:★ GitHub-SterneiDrei Säulen: Bewertungen · Checks · NutzungiAktualisiert = neueste Version in der Registry veröffentlichti
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
MCP server for terminal commands, file operations, and process management
Cloudflare MCP servers
Unverändert aus dem Repo des Entwicklers übernommen. PopNx MCP hat den Inhalt weder geprüft noch empfiehlt es ihn. HTML, Bilder und Skripte wurden entfernt. Links führen von dieser Website weg.
Godotwright Big worlds. Better code. Keep creating.
MCP server, CLI and Claude Code plugin for Godot 4.7. Works with Claude Code, Codex, Cursor, VS Code, Gemini CLI and any MCP client. No editor needed.
Website · Install in your agent · Reference · 3D models · Benchmark · Changelog
Concept artwork. Explore the toolkit, real demo and model gallery on the website .
Real output (godotwright 0.1.0). Watch as video
And 3D models from code, no Blender: 59 ready-made kinds. See the gallery
Coding agents learned Godot from years of Godot 3 tutorials. They write yield, export var and KinematicBody2D, invent methods, and wire signals to nodes that are not in the scene. Godotwright is the check between the agent and your project: the real Godot 4.7 API offline, a scored review of every script, headless Godot runs, and safe edits. It works from files, so it needs no open editor, and it works fine next to an editor-driving MCP server.
| Your agent... | On its own | With Godotwright |
|---|---|---|
| writes GDScript | yield, export var, KinematicBody2D: Godot 3 habits | each line flagged with the Godot 4 fix; migrate rewrites the mechanical part |
| calls an engine method | guesses a name from memory | looks it up in the bundled Godot 4.7 class reference |
| renames a signal or moves a file | breaks the scene connections and .uid files | rename changes code, scenes, connections and .uid files together, dry run first |
| says "it works" | without running anything | check, test and play run it headless and report file:line |
| writes a shader | hint_albedo, SCREEN_TEXTURE, ALBEDO in a 2D shader | reviewed against Godot 4.7's shader tables and compiled headless; fix renames the Godot 3 names |
copies a scene or writes a .tscn by hand | duplicate or invalid uids, edits Godot drops on the next save | caught from the files alone; fix repairs uids across files, with undo |
| says the build works | never exports it | export run exports headless, reads the .pck, checks it against what the game loads and runs it; patch packs too |
| changes the HUD | cannot see what changed | screenshot baselines with a pixel diff, in scenarios and in CI |
| needs a 3D model | needs Blender | model build makes a clean .glb from one of 59 kinds, then lints it |
| opens a pull request | nobody checks the Godot side | a GitHub Action posts a receipt: review, check and tests |
1. Review your game. Nothing to install:
npx -y godotwright review ~/games/my-game
You get a score from 0 to 100 for api, performance, quality and structure, and each finding as res://player.gd:12: error [rule] message with the Godot 4 fix. No Godot install needed.
2. Give it to your agent. In Claude Code:
/plugin install godotwright --marketplace laaielichter/Godotwright
3. Ask for something. For example: *"Review the project and fix what Godotwright finds."* Every Godot file Claude edits is now reviewed right after the edit, and its errors go straight back to Claude.
| Client | How |
|---|---|
| Claude Code | /plugin install godotwright --marketplace laaielichter/Godotwright (MCP server, hooks, ten skills, seven subagents) |
| Claude Desktop | Download godotwright.mcpb and open it |
| Cursor | Add to Cursor (one click) |
| VS Code (Copilot) | Install in VS Code (one click) |
| Codex | codex mcp add godotwright -- npx -y godotwright mcp --tier premium |
| Gemini CLI | gemini extensions install https://github.com/laaielichter/Godotwright |
| opencode | Add to opencode.json |
| Windsurf, Zed, others | JSON for your client |
Run the agent from the Godot project folder, or pass --project . --tier premium gives full detail for large models; --tier cheap (the default) gives short output and step-by-step instructions for small ones. Needs Node.js 22.12+.
godot_shader reviews every shader against Godot 4.7's own shader tables (Godot 3 names, built-ins in the wrong place, read-only built-ins written, colours without source_color) and compiles it with Godot headless, which finds every language error without a GPU; gpu: true also draws it, for what only the driver rejects.godot_export_run exports headless, reads the .pck without Godot, checks it against what the game loads, runs it, and makes patch packs that carry only what changed.godot_fix across files.godot_scenario keeps a passing play run as a regression test; screenshot steps in scenarios and named baselines, compared with moved areas and blank pictures named; JUnit XML for your CI's test tab; godot_leaks names what grows per cycle and where it is made.target for a project on an older 4.x, and compare_godot to see what a 4.8 beta breaks.godot_resource_edit edits .tres files and import settings and verifies the reimport.--tools core is about a third of the tool list), --read-only, structured results, progress and cancel for long Godot runs, and protected folders that no write may touch.0.5.0 brought godot_code (Godot's own GDScript language server: warnings at the project's levels, inferred types, definitions and completion, also for unsaved code), shader compilation by drawing (godotwright shaders, godot_check shaders: true) and visual tests with screenshot baselines; see the changelog.
All changes: CHANGELOG.md.
Check. review scores your scripts and scenes without Godot: Godot 3 code, unknown classes, methods and signals, missing $Node paths, scene connections to missing methods, unknown input actions, per-frame lookups, static typing. api answers from the official Godot 4.7 class reference (1078 classes), offline. check runs Godot headless and reports each error once, as file:line.
Change. rename a function, signal, node or file everywhere; project edits settings, input actions and autoloads; scene adds nodes, sets properties, connects signals and attaches scripts. Each one checks names and types against Godot 4.7, shows a dry run first and touches only its own lines. migrate ports Godot 3 scripts to Godot 4 where that is mechanical (more on porting).
Run and see. test runs GUT or GdUnit4 tests and prints only what failed; play runs a scene, presses the keys you give on the frames you give, and prints the values you watch; screenshot renders a scene or a model to a PNG.
Build 3D models. model build makes a clean .glb with no Blender: one of 59 ready-made kinds (vehicles, aircraft, ships, buildings, plants, terrain with lakes and rivers) or your own JSON spec. model identify says what a thing is (parts, sizes, pivots), model view draws it as text for agents that cannot see pictures, and model lint scores it.
Review every pull request. Add this to your game's repository:
# .github/workflows/godotwright.yml
on: pull_request permissions: { contents: read, pull-requests: write } jobs: receipt: runs-on: ubuntu-latest steps:
It downloads a checksum-verified Godot, runs the review, the check and your tests, and posts the result as a comment. No editor, no GPU. review-only: "true" skips Godot. Inputs, SARIF and plain CI: GDScript review in CI.
Learn. Rules that real Godot keeps contradicting turn into hints, findings you mark as wrong stay hidden, and lessons you add come back when the same error does. All of it stays on your machine; sharing anonymous counts is opt-in and off by default (PRIVACY.md).
Every command, option and rule: docs/reference.md.
All MCP tools (most are also CLI commands; --tools core loads 13)
| Tool | What it does |
|---|---|
godot_doctor | Start here when something is broken: the review and Godot grouped by cause, most urgent first, each with its lesson and fix, then numbered next steps |
godot_scan | Map the project: scenes and node trees, scripts, signals, autoloads, input map |
godot_api | Exact Godot 4.7 lookup: signatures, inheritance, Godot 3 names |
godot_api_search | Search the Godot 4.7 class reference |
godot_review | AAA review with scores; also reviews unsaved code (code + file), or only what changed (only_new); from/target for upgrades between 4.x releases |
godot_checklist | Every AAA rule with its fix |
godot_feedback | Mark a review finding as wrong or right, or say whether a lesson helped, so Godotwright learns from it |
| godot_lessons | Lessons from real Godot projects (sym
Nur der Anfang wird gezeigt; den Rest findest du im Repo