GitHub
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
제작자가 쓴 설명(영어 원문)
Godot 4.7 for coding agents: offline API, checks, review, safe edits, tests, play, 3D models.
이 세 가지는 절대 하나의 점수로 합치지 않아요. 의견, 측정, 인기는 서로 다른 것이니까요.
이 서버는 아직 쉬운 말로 된 요약을 쓰지 못했어요. 아래는 레지스트리에서 읽어 온 사실이에요.
쓰고 있는 AI 앱을 고른 다음 설정을 복사하세요.
GODOT필요한 것
어떤 앱을 쓰세요?
위에서 앱을 고르세요. 기억해 두었다가 다음부터는 버튼에 “…에 설치”라고 표시해요.
Claude Desktop → Settings → Developer → Edit Config를 열고 claude_desktop_config.json에 이 내용을 붙여 넣으세요
{
"mcpServers": {
"godotwright": {
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}터미널에서 이 명령어를 실행하세요
claude mcp add godotwright --env GODOT=your-value -- npx -y godotwright mcp --tier cheap실행하기 전에 빈 값을 채워 주세요.
프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"godotwright": {
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"godotwright": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
이 서버는 내 컴퓨터에서 실행되는데, ChatGPT는 인터넷에 있는 서버에만 연결할 수 있어요. 다른 앱을 고르세요.
선택한 앱은 이 기기의 쿠키에만 저장돼요. 계정은 필요 없어요.
GODOT env이 설정은 제작자의 레지스트리 정보로 만들었어요. README와 다르면 README를 따르세요.
내 컴퓨터에서 실행돼요. 설치하면 AI 앱에 도구 목록이 나타나요.
누구나 볼 수 있는 정보를 점검했고, 코드는 읽지 않았어요. 해당하지 않는 항목은 개수에서 뺐어요. · 2026년 11월 8일 점검
레지스트리 이름이 GitHub 계정 laaielichter 기준으로 확인되었고, 이 계정이 저장소를 소유하고 있어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
내 컴퓨터에서 실행되는 서버라 인터넷 엔드포인트가 없어요
내 컴퓨터에서 실행되며, 대신 로컬 설정을 사용해요
내 컴퓨터에서 실행돼요. 도구 목록은 인터넷 엔드포인트가 있는 서버에서만 읽을 수 있어요
레지스트리에서 이 카테고리의 활성 서버 전체와 비교했어요. 스타는 게시자가 저장소를 소유한 경우에만 세요.
해당하는 기본 점검 1개 중 1개를 통과했어요. 코드는 읽지 않았어요. 키나 토큰을 넣기 전에 서버가 어떤 권한을 요구하는지 확인하고, 꼭 필요한 권한만 있는 키를 쓰세요.
레지스트리에 필수 키가 나와 있지 않아요. 다만 처음 쓸 때 로그인을 요구하는 서버도 있어요.
내 컴퓨터에서 실행돼요. AI 앱이 필요할 때 실행하고, 데이터는 제작자의 서버를 거치지 않아요(서버 자체가 온라인 서비스를 호출하는 경우는 제외).
GitHub 저장소는 마지막으로 – 변경됐고, 최신 버전(0.6.0)은 5일 전 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요. 내 컴퓨터에 Node.js도 있어야 해요.
같은 카테고리에는: GitHub, Desktop Commander, Cloudflare MCP
같은 카테고리에서 다른 제작자가 만든 서버예요. 스타 순으로 정렬했어요.
카드 보는 법:↓ 주간 다운로드i★ GitHub 스타i세 기둥: 리뷰 · 점검 · 사용 정도i업데이트 = 최신 버전을 레지스트리에 공개한 날i
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
MCP server for terminal commands, file operations, and process management
제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
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
앞부분만 보여 드려요. 나머지는 저장소에서 읽어 보세요