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Roslyn-enriched C# exception telemetry for Godot Engine, exposed over MCP
Roslyn-enriched C# exception telemetry for Godot Engine, exposed over MCP.
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.
Other Godot MCP servers (like the excellent GoPeak) focus on scene manipulation and GDScript tooling. Wick focuses on the C#/.NET developer experience:
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
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"
}
}
}
}
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.
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. Seedocs/getting-started.mdand the package README for the full story.
Wick runs as an external process -- it does NOT run inside Godot. Communication:
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.
Wick is a clean-room reimplementation inspired by GoPeak (MIT License, (c) 2025 Solomon Elias / HaD0Yun). See ATTRIBUTION.md for detailed credits.
We welcome contributions! Please read CONTRIBUTING.md before submitting a PR.
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
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