The MCP that understands your Godot project
Other MCPs give AI hands. GodotIQ gives it a brain.
35 tools · 1,043 tests · Zero telemetry
15 tools free. Full suite $19.
Agent places object at (2,0,0). Result: inside a wall. 10 iterations to fix.
Agent calls scene_map — knows walls, floors, navmesh. Validated placement, first try.
Agent edits a signal. 5 systems break silently.
Agent calls impact_check — sees 18 dependents. Changes safely.
UI shows "Unknown". Agent greps for 30 minutes.
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
| Feature | GodotIQ | Raw API Wrappers | Basic MCPs | File-Only MCPs |
|---|---|---|---|---|
| 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 |
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
Install GodotIQ
Install the Python package. Optionally add the Godot addon for runtime tools.
pip install godotiq 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"
}
}
}
} 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
Simple, One-Time Pricing
GodotIQ Pro
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
GodotIQ Community
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.