Godotwright
What it does
Godot 4.7 for coding agents: offline API, checks, review, safe edits, tests, play, 3D models.
- Connects 在你的电脑上运行
- Account or key No key needed
- Category 开发者工具
安装
选择你使用的 AI 应用,然后复制设置。
通过 3/3 项检查 · 在你的电脑上运行
第一步:你用哪个 AI?
选择你用的应用,步骤会显示在下方。
可连接 Claude,但需要先准备
需要 Godotwright 的密钥(在开发者网站创建) · 需要先在电脑上安装 Node.js(只需一次) · 仅限电脑上的 Claude 应用(Windows 或 Mac),网页和手机不可用
打开电脑版 Claude 应用的设置文件
SettingsDeveloperEdit Config
粘贴这些设置并保存文件
{ "mcpServers": { "godotwright": { "command": "npx", "args": [ "-y", "godotwright", "mcp", "--tier", "cheap" ], "env": { "GODOT": "your-value" } } } }只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
退出 Claude 再重新打开
试一试
用 Godotwright 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Claude 说正在使用 Godotwright,或回答中出现 Godotwright 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Anthropic 帮助页面核实 · 你的界面可能因版本略有不同
ChatGPT 暂时无法连接 Godotwright
Godotwright 需要安装在你的电脑上,而 ChatGPT 只能连接在网上运行的服务器
你可以改用这些方式
A · 使用能连接 Godotwright 的应用
- 需要 Godotwright 的密钥(在开发者网站创建) · 需要先在电脑上安装 Node.js(只需一次) · 仅限电脑上的 Claude 应用(Windows 或 Mac),网页和手机不可用
- 需要 Godotwright 的密钥(在开发者网站创建) · 需要先在电脑上安装 Node.js(只需一次)
- 需要 Godotwright 的密钥(在开发者网站创建) · 需要先在电脑上安装 Node.js(只需一次)
- 需要 Godotwright 的密钥(在开发者网站创建) · 需要先在电脑上安装 Node.js(只需一次)
B · 开发者工具 类中能连接 ChatGPT 的其他服务器
从同类中使用较多的里挑选,仅限用地址即可连接、无需密钥的
- Sentry✓ ChatGPT
- Compiler Explorer✓ ChatGPT
- GitDiagram✓ ChatGPT
可连接 Claude Code,但需要先准备
需要 Godotwright 的密钥(在开发者网站创建) · 需要先在电脑上安装 Node.js(只需一次)
打开终端
Mac:按 Command+空格,输入 Terminal · Windows:打开 PowerShell
粘贴这条命令并按 Enter
claude mcp add --scope user godotwright --env GODOT=your-value -- npx -y godotwright mcp --tier cheap按 Enter 前,把“your-value”改成你的密钥
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
在 Claude Code 中输入 /mcp
应能看到 Godotwright 在列表中并显示已连接
试一试
用 Godotwright 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Claude Code 说正在使用 Godotwright,或回答中出现 Godotwright 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Anthropic 帮助页面核实 · 你的界面可能因版本略有不同
可连接 Cursor,但需要先准备
需要 Godotwright 的密钥(在开发者网站创建) · 需要先在电脑上安装 Node.js(只需一次)
填写你的密钥
在 Godotwright 的设置中,GODOT 还是空的,填入你的密钥并保存
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
在 Cursor 中以 Agent 模式打开 AI 聊天
试一试
用 Godotwright 告诉我你能帮我做什么,然后做一件给我看✓ 如果 Cursor 说正在使用 Godotwright,或回答中出现 Godotwright 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 Cursor 帮助页面核实 · 你的界面可能因版本略有不同
可连接 VS Code,但需要先准备
需要 Godotwright 的密钥(在开发者网站创建) · 需要先在电脑上安装 Node.js(只需一次)
填写你的密钥
在 Godotwright 的设置中,GODOT 还是空的,填入你的密钥并保存
只把密钥粘贴到应用的输入框里,不要粘贴到聊天中或发给任何人
在 VS Code 中以 Agent 模式打开 AI 聊天
试一试
用 Godotwright 告诉我你能帮我做什么,然后做一件给我看✓ 如果 VS Code 说正在使用 Godotwright,或回答中出现 Godotwright 的工具名称,就表示连接成功
菜单名称已于 2026年11月11日 对照 VS Code 帮助页面核实 · 你的界面可能因版本略有不同
开发者专用:终端命令和 JSON 设置
安装在电脑上
Claude Code
claude mcp add --scope user godotwright --env GODOT=your-value -- npx -y godotwright mcp --tier cheapClaude Desktop (claude_desktop_config.json)
{
"mcpServers": {
"godotwright": {
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}Cursor (~/.cursor/mcp.json)
{
"mcpServers": {
"godotwright": {
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}VS Code (mcp.json)
{
"servers": {
"godotwright": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"godotwright",
"mcp",
"--tier",
"cheap"
],
"env": {
"GODOT": "your-value"
}
}
}
}需要你填写的值
GODOTenvGodot 4.7 binary for godot_check (default: godot on PATH)
这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
一览
哪些应用可以使用它
依据这个服务器的连接方式和各应用自己的文档,检查于 2026年11月10日。
在你的电脑上运行,适用于
ClaudeGooseLM StudioMsty StudioCherry StudioCursorVS Code + GitHub CopilotVisual StudioWindsurf (Devin Desktop)ZedKiroClineContinueJetBrains AI AssistantClaude CodeCodex CLIGemini CLIOpenCodenodecodeWarpLibreChatRaycast
它能做什么
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
基础检查i
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月12日
- ✓ 通过
作者与仓库一致
注册名称已通过 GitHub 账户 laaielichter 验证,该账户拥有此仓库
- ✓ 通过
仍在维护
代码最后更新于今天
- ✓ 通过
有许可证
使用 MIT
- – 不适用
端点有响应
它在你的电脑上运行,没有互联网端点
- – 不适用
使用 OAuth 登录
在你的电脑上运行,改用本地设置
- … 尚未检查
工具描述中没有隐藏指令
它在你的电脑上运行;我们只能读取互联网端点的工具列表
讨论
提问、分享技巧或报告无法使用。按“有帮助”数量排序。
用户评价
还没有评价
与“开发者工具”中的其他服务器比较i
- 星标数多于此分类中其他 5802 个服务器的 77%
- 发布到注册中心的时间比此分类中其他 5802 个服务器的 99% 更新
- 基础检查结果等于或优于此分类中其他 5802 个服务器的 100%
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
常见问题
Godotwright 安全吗?
它在 3 项适用的基础检查中通过了 3 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
它需要哪些密钥或代码?
注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。
它在我的电脑上运行还是在云端?
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
它还在维护吗?
GitHub 仓库最后更新于今天,最新版本(0.8.0)于今天进入注册中心。
哪些应用可以使用它?
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Node.js。
有什么可以替代它?
同一分类中有:REA, GitHub, Serena MCP: the IDE for your agent
同类别的其他选择
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:↓ 每周下载量i★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间i
GitHub
Connect AI assistants to GitHub - manage repos, issues, PRs, and workflows through natural language.
Serena MCP: the IDE for your agent
A powerful toolkit for coding, providing semantic retrieval and editing capabilities.
作者的 README
打开 README
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
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.
Without and with
| 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 |
Quickstart
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.
Install in your agent
| 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+.
New in 0.6.0
- Shaders.
godot_shaderreviews 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 withoutsource_color) and compiles it with Godot headless, which finds every language error without a GPU;gpu: truealso draws it, for what only the driver rejects. - The real build.
godot_export_runexports headless, reads the.pckwithout Godot, checks it against what the game loads, runs it, and makes patch packs that carry only what changed. - Scene integrity. Duplicate, invalid and stale uids, broken resource ids and edits Godot drops on the next editor save, found from the files and repaired by
godot_fixacross files. - Proof that stays.
godot_scenariokeeps 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_leaksnames what grows per cycle and where it is made. - Upgrades. Godot 4.6 and 4.7 changes as review rules and fixes,
targetfor a project on an older 4.x, andcompare_godotto see what a 4.8 beta breaks. - Resources and imports.
godot_resource_editedits.tresfiles and import settings and verifies the reimport. - For agents and teams. Tool sets (
--tools coreis 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.
What it does
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:
- uses: actions/checkout@v5
- uses: laaielichter/godotwright@v0.5.0 with: { comment: "true" }
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.
The 38 tools
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