The MCP that understands your Godot project

Other MCPs give AI hands. GodotIQ gives it a brain.

Spatial intelligence Code understanding Flow tracing

35 tools · 1,043 tests · Zero telemetry

15 tools free. Full suite $19.

Spatial
Before

Agent places object at (2,0,0). Result: inside a wall. 10 iterations to fix.

After

Agent calls scene_map — knows walls, floors, navmesh. Validated placement, first try.

Signals
Before

Agent edits a signal. 5 systems break silently.

After

Agent calls impact_check — sees 18 dependents. Changes safely.

Flow
Before

UI shows "Unknown". Agent greps for 30 minutes.

After

Agent calls trace_flow — follows data from DB to manager to UI. Found.

What makes GodotIQ different

Spatial Intelligence

scene_map, placement, spatial_audit

Knows WHERE things are

Code Understanding

dependency_graph, signal_map, impact_check, validate

Knows HOW things connect

Flow Tracing

trace_flow

Follows the WHOLE chain

Visual Debugging

camera, screenshot (editor+game)

Sees what the player sees

Project Memory

project_summary, file_context

Survives context compaction

Token Optimization

detail: brief/normal/full

80% fewer tokens on routine ops

GodotIQ vs. The Rest

Spatial intelligence
Dependency analysis
Signal flow tracing
Convention validation
Project memory
UI mapping
Token optimization
Editor screenshots
Game screenshots
Run/stop game
Edit nodes/scripts
Works without addon
Open source
Zero telemetry
1,043 Automated tests
See full comparison
Feature GodotIQ Raw API Basic File-Only
Spatial intelligence
Dependency analysis
Signal flow tracing
Convention validation
Project memory
UI mapping
Token optimization
Editor screenshots
Game screenshots
Run/stop game
Edit nodes/scripts
Works without addon
Open source
Zero telemetry Varies
Automated tests 1,043 ? 0 0

Get started in 3 minutes

1

Install GodotIQ

Install the Python package. Optionally add the Godot addon for runtime tools.

pip install godotiq
2

Configure your MCP client

Add GodotIQ to your MCP client configuration. Works with Claude Code, Cursor, Windsurf, VSCode, and any MCP-compatible client.

{
  "mcpServers": {
    "godotiq": {
      "command": "uv",
      "args": ["run", "--project", "/path/to/godotiq", "godotiq"],
      "env": {
        "GODOTIQ_PROJECT_ROOT": "/path/to/your/godot/project"
      }
    }
  }
}
3

Start building

Ask your AI assistant anything about your Godot project.

"Analyze my project"
"Where should I put this printer?"
"What breaks if I change this signal?"

35 Tools, 11 Categories

From spatial analysis to runtime bridge — every tool your AI needs to understand and control Godot.

Spatial 3 tools
scene_map

Spatial understanding of .tscn: positions, distances, directions, bounds. ALWAYS call before placing/moving 3D objects.

> scene_map main.tscn --focus Player --radius 10
  Player (0,1,0) → Shelf (2,0,3) 3.2m east → Door (5,0,0) 5.1m east
placement

Find safe placement positions for new objects. Checks Marker3D slots first, then grid-searches nearby space.

> placement --near Printer --object_type shelf
  Suggestion 1: (4.2, 0, -1.8) confidence: 0.95 ✓ marker slot
spatial_audit

Automated 3D scene linter: floating objects, scale mismatches, z-fighting, overlapping instances.

> spatial_audit main.tscn
  ⚠ 2 floating objects, 1 scale mismatch, 0 z-fighting
Code 4 tools
dependency_graph

Complete dependency graph: what file emits, who listens, what it imports, who imports it, impact rating.

> dependency_graph Player.gd
  Player.gd → Health.gd → UI/HUD.tscn (impact: high)
signal_map

Project-wide signal wiring: who emits, who listens, orphan/missing signals.

> signal_map
  health_changed: Player.gd emits → HUD.gd, GameManager.gd
impact_check

Predict what breaks BEFORE making change. Returns affected files, callers, risk level.

> impact_check Player.gd
  7 files affected, 3 signals, risk: high
validate

Convention check: missing type hints, missing class_name, orphan signals, naming violations.

> validate
  ✓ 42 rules passed, ⚠ 2 warnings (missing type hints)
Flow 1 tool
trace_flow

Trace execution flow from function or signal through entire codebase.

> trace_flow start_print_job --depth 10
  PrintManager._ready → queue_job → Worker.execute → done signal
Memory 3 tools
project_summary

Architecture, autoloads, conventions, file counts. Call FIRST in every session.

> project_summary
  48 scripts, 23 scenes, 5 autoloads, 156 signals mapped
file_context

File's public API, dependencies, signals, who imports this file, scene usage.

> file_context Player.gd
  12 deps, 4 signals, used in 3 scenes, 8 importers
ping

Health check: returns server status, version, and connection info.

> ping
  ✓ GodotIQ v0.1.0 — server healthy, 35 tools loaded
Assets 2 tools
asset_registry

Complete asset inventory: find unused assets, missing references, by type.

> asset_registry
  124 assets: 48 textures, 32 audio, 3 unused, 1 missing ref
suggest_scale

Recommend scale + position for model based on similar assets in scene.

> suggest_scale printer.glb --scene main.tscn
  Recommended: scale (1,1,1), position (4,0,2) based on 3 similar
Animation 2 tools
animation_info

Animation data: tracks, keyframes, length, looping, state machine transitions.

> animation_info Player.tscn
  3 animations, 24 keyframes, idle: 1.2s loop, run: 0.8s loop
animation_audit

Find animation problems: broken tracks, missing transitions, wrong loop settings.

> animation_audit
  ⚠ 1 broken track, 1 missing transition idle→jump
Scene Editing 4 tools
node_ops addon

Batch scene editing with Ctrl+Z undo: move, rotate, scale, set_property, add_child, delete, duplicate, reparent.

> node_ops [{op: "move", node: "Shelf", position: [2,0,3]}]
  ✓ Shelf moved to (2, 0, 3) — Ctrl+Z to undo
build_scene addon

Create multiple nodes using high-level patterns. One call = many nodes with undo.

> build_scene --grid {rows: 3, cols: 4, scene: "res://shelf.tscn"}
  ✓ 12 nodes created in grid pattern
save_scene addon

Persist editor changes to disk.

> save_scene
  ✓ Saved main.tscn
script_ops addon

Read, write, or patch GDScript files with convention validation.

> script_ops --read Player.gd
  class_name Player extends CharacterBody3D (42 lines)
Visual 2 tools
screenshot addon

Visual verification of game or editor viewport.

> screenshot --viewport editor --scale 0.25
  Captured 480×270 webp (12KB)
camera addon

Editor 3D camera control: get position, reposition, focus on node.

> camera --action focus_node --node Player
  Camera focused on Player at (3, 1, 0)
Runtime 5 tools
run addon

Start or stop the Godot game from the editor.

> run --action play --scene main
  ✓ Game started (scene: main.tscn)
state_inspect addon

Query runtime property values. CHEAPER than screenshots — use first.

> state_inspect [{autoload: "EconomyManager", properties: ["balance"]}]
  EconomyManager.balance = 1500
watch addon

Persistent property monitoring across game interactions.

> watch --action start --watches [{node: "Player", properties: ["position"]}]
  ✓ Watching Player.position (500ms interval)
verify_motion addon

Verify node property changes over time (proves movement/animation).

> verify_motion --node Player --duration 2.0
  Verdict: MOVING — position changed (0,1,0) → (3,1,2)
perf_snapshot addon

FPS, draw calls, memory, node count from running game.

> perf_snapshot
  60 FPS, 142 draw calls, 12.4MB texture memory
Editor 5 tools
editor_context addon

Editor state: open scenes, selected nodes, is game running, project path. Call FIRST.

> editor_context
  Scene: main.tscn, 3 selected, game: stopped
scene_tree addon

Live editor scene tree with transforms, scripts, groups, visibility.

> scene_tree --depth 3
  Main → World → Player (pos: 3,1,0) → Camera3D
undo_history addon

Review what was changed — undo/redo state and action history.

> undo_history
  Last: "Move Shelf" — can undo: true, can redo: false
check_errors addon

Check GDScript files for compilation/parse errors.

> check_errors --scope scene
  ✓ 0 errors in 12 scripts checked
exec addon

Execute GDScript code. Last resort — prefer dedicated tools.

> exec "func run():
  return Engine.get_version_info()"
  {major: 4, minor: 3}
I/O 4 tools
file_ops addon

Filesystem operations within Godot project: list, read, write, move, delete, search, tree.

> file_ops --action list --path res://scenes --type scenes
  5 files: main.tscn, level1.tscn, menu.tscn...
input addon

Simulate player input: actions, keys, UI taps, waits.

> input [{actions: ["move_left"], hold_ms: 500}, {wait_ms: 200}]
  ✓ 2 commands executed, 0 errors
ui_map addon

Map all UI elements: positions, text, interactivity, visibility.

> ui_map
  HUD → HealthBar (10,10) → Label "HP: 100" → Button "Shop"
nav_query addon

Live pathfinding via NavigationServer3D. Can A reach B?

> nav_query --from_node Player --to_node Exit
  ✓ Reachable, distance: 28.4m, 12 waypoints

Works with your favorite AI tools

CL
Claude Code
CU
Cursor
WI
Windsurf
VS
VSCode Copilot
CL
Claude Desktop
ZE
Zed
TR
Trae
CO
Continue
+
Any MCP Client

Simple, One-Time Pricing

Most Popular

GodotIQ Pro

$19 one-time

One-time payment. Lifetime access with updates.

  • All 35 tools (spatial, code, flow, memory, assets, animation, scene editing, visual, runtime, editor, I/O)
  • Godot addon for 20 bridge tools (screenshots, run, camera, node_ops, input, and more)
  • .godotiq.json configuration system
  • MCP prompt with Godot best practices
  • Token optimization (brief/normal/full detail levels)
  • Lifetime updates — pay once, get every future version
  • Compatible with Godot 4.2+
  • Works on Windows, macOS, Linux
  • Discord community access
Buy Now →

GodotIQ Community

Free

Try the intelligence layer without the addon.

  • 15 free tools (scene_map, dependency_graph, signal_map, trace_flow, validate, asset_registry, animation_info, and more)
  • Full spatial intelligence + code understanding
  • Open source (MIT)
  • No addon required
  • Great for code review and project analysis

Why free + paid? The free tier gives you the intelligence layer — the part no other MCP has. The paid tier adds the bridge: runtime screenshots, game control, scene editing, editor integration, and I/O operations. You get the brain for free. The hands cost $19.

Frequently Asked Questions

What's in the free version vs paid? +
Free = 15 tools (spatial analysis, code intelligence, flow tracing, convention validation, project memory, asset management, animation analysis). No Godot addon needed. Paid = all 35 tools including 20 bridge tools (screenshots, game control, scene editing, editor integration, I/O operations, and more).
Does GodotIQ work without the Godot addon? +
Yes! The free tier's 15 tools work from the filesystem alone. Install the addon (paid) for 20 bridge tools like screenshots, game control, scene editing, and UI mapping.
Which Godot versions are supported? +
Godot 4.2+. The addon is pure GDScript, no compilation needed. Works on every platform Godot supports.
Is this affiliated with Godot Engine? +
No. GodotIQ is an independent project. Not affiliated with or endorsed by the Godot Engine project.
How is this different from other Godot MCPs? +
Most Godot MCPs are raw API wrappers — they give AI hands to click buttons. GodotIQ adds intelligence: spatial understanding, code analysis, flow tracing, convention validation, project memory. Plus: open source, pure GDScript (no C++ binary), zero telemetry, 1,043 automated tests.
Can I use this commercially? +
Yes. The free tier is MIT licensed. The paid tier is a personal license — use it in any project (commercial or personal), one developer.
Do I get updates? +
Yes. One payment = lifetime updates. New tools, improvements, bug fixes — all included.