MCP

Wick: Roslyn telemetry for Godot C# exceptions

For reading Roslyn-enriched C# exceptions in a local Godot project. You need the .NET 10 SDK and Godot 4.6.1+ with .NET/Mono.

Official source · Wick

Install

git clone https://github.com/buildepicshit/Wick.git
cd Wick
dotnet build Wick.slnx --configuration Release -maxcpucount:1

Who it is for

If you want to view Roslyn-enriched C# exception telemetry in Godot and hand it to an assistant over MCP, this service fits. Wick runs as an external process, not inside Godot. It talks to the AI client over stdio and uses TCP to the editor and the running game.

It does not fit an environment that is not ready with the .NET 10 SDK (10.0.201 or newer) and Godot 4.6.1+ with .NET/Mono. There is also no hosted cloud endpoint: you must build and start Wick.Server locally. This page does not give concrete tool function names in sequence, so the first try can only use the written exception-telemetry capability. Do not invent debug or scene-change commands that do not appear.

Official notes page:

https://github.com/buildepicshit/Wick

First try in 3 minutes

The main path is clone then local build. Do not look for another installer. In a terminal run:

git clone https://github.com/buildepicshit/Wick.git
cd Wick
dotnet build Wick.slnx --configuration Release -maxcpucount:1

Then use the official start snippet in the MCP host, replacing the project paths with your repo and Godot project:

"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"
      }

Prerequisites: SDK and Godot versions meet the floors above; activate tool pillars with WICK_GROUPS or --groups. The path/to values in the config are only the official wording; replace them with real directories. Read-only is not zero risk: the process reads the local project, occupies local TCP, and may start Godot.

Low-risk first call: after connecting, read C# exception telemetry. Do not change the scene or trigger an unnamed build write. Success signal: exception records with Roslyn information come back, or you clearly see there is no exception to show. Official communication ports are stdio (MCP), TCP 6505 (editor bridge), TCP 7777 (runtime bridge), TCP 7878 (Wick.Runtime companion bridge). If a port is taken, stop at connection failure; do not change a port that is not written.

The clone address is the same repo as the notes page:

https://github.com/buildepicshit/Wick.git

Use cases

Case 1: view exceptions in the editor. First make sure the editor bridge TCP 6505 can connect, then read C# exception telemetry for the current Godot project. Evidence has no tool names and no field inventory; success is seeing exceptions plus Roslyn extras. The WICK_GROUPS example includes core, runtime, csharp, build; keep this set on the first try.

Case 2: view exceptions while the game runs. First make sure the runtime bridge TCP 7777 can connect, then read telemetry from the running game. If you use the Wick.Runtime companion bridge, the port is TCP 7878. Both cases rest on "external process + bridges"; do not assume it runs inside Godot as a plugin.

Limits

Version floors, the three TCP ports, and stdio are hard limits. This page has no tool function names; do not fill parameters that do not appear. The build command includes -maxcpucount:1; run it as official. Local paths, the Godot binary, and the project directory are read by the process. Do not treat the official path/to samples as runnable paths, and do not invent an unnamed hosted cloud address.