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 |



