Configuration
GodotIQ is configured via a .godotiq.json file in your Godot project root (next to project.godot). All settings are optional — GodotIQ works with sensible defaults out of the box.
Configuration Reference
Section titled “Configuration Reference”disabled_tools
Section titled “disabled_tools”Type: string[] · Default: []
List of tool names to disable entirely. Disabled tools will not appear in the MCP tool list. Useful for restricting what your AI can do.
{ "disabled_tools": ["run", "node_ops", "exec"]}This prevents the AI from running the game, modifying scene nodes, or executing arbitrary GDScript.
protected_files
Section titled “protected_files”Type: string[] (glob patterns) · Default: []
Glob patterns for files that tools will refuse to modify. Read access still works — tools can analyze these files but won’t change them.
{ "protected_files": ["addons/**", "*.import", "project.godot"]}conventions
Section titled “conventions”Type: string[] · Default: []
Project-specific rules checked by the validate tool. Define naming conventions, architectural patterns, or code style requirements in plain language.
{ "conventions": [ "All autoloads must end with Manager", "Signals must be past tense (e.g., health_changed, not health_change)", "Scene files must be PascalCase", "Scripts must be snake_case" ]}Run validate to check your project against these rules.
detail_level
Section titled “detail_level”Type: "brief" | "normal" | "full" · Default: "normal"
Controls output verbosity for tools that support it.
| Level | Description | Use case |
|---|---|---|
"brief" | ~80% fewer tokens | Large projects, routine operations |
"normal" | Balanced detail | General development |
"full" | Maximum detail | Debugging, investigation |
{ "detail_level": "brief"}addon_port
Section titled “addon_port”Type: number · Default: 6550
TCP port for the Godot addon bridge connection. Only relevant if using the Pro addon. Change if port 6550 conflicts with other software.
{ "addon_port": 7000}GODOTIQ_PROJECT_ROOT
Section titled “GODOTIQ_PROJECT_ROOT”Type: Environment variable · Default: Auto-detected
Set this environment variable to explicitly specify your Godot project root directory (the directory containing project.godot). When set, GodotIQ skips auto-detection and uses this path directly.
This is particularly useful when:
- Your MCP client runs from a different working directory than your Godot project
- You want to use
uvto run GodotIQ (see Installation for theuvconfig format) - Auto-detection fails because
project.godotis in a non-standard location
export GODOTIQ_PROJECT_ROOT="/path/to/your/godot/project"Or set it in your MCP client configuration’s env block (see Installation).
Example Configurations
Section titled “Example Configurations”Minimal (all defaults)
Section titled “Minimal (all defaults)”{}No configuration needed — all 15 free tools work with default settings.
Safety-focused
Section titled “Safety-focused”{ "disabled_tools": ["run", "node_ops", "exec", "script_ops"], "protected_files": ["addons/**", "project.godot", "*.import", "export_presets.cfg"]}Prevents the AI from running the game, modifying nodes, executing arbitrary GDScript, writing scripts, or changing critical project files.
Token-optimized
Section titled “Token-optimized”{ "detail_level": "brief"}Reduces output size by ~80%. Recommended for large projects (100+ scenes) where you want faster, cheaper AI responses.
Full example
Section titled “Full example”{ "disabled_tools": ["input"], "protected_files": ["addons/**", "project.godot"], "conventions": [ "All autoloads must end with Manager", "Signals must be past tense", "No more than 3 levels of scene nesting" ], "detail_level": "normal", "addon_port": 6550}