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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.

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.

.godotiq.json
{
"disabled_tools": ["run", "node_ops", "exec"]
}

This prevents the AI from running the game, modifying scene nodes, or executing arbitrary GDScript.

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.

.godotiq.json
{
"protected_files": ["addons/**", "*.import", "project.godot"]
}

Type: string[] · Default: []

Project-specific rules checked by the validate tool. Define naming conventions, architectural patterns, or code style requirements in plain language.

.godotiq.json
{
"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.

Type: "brief" | "normal" | "full" · Default: "normal"

Controls output verbosity for tools that support it.

LevelDescriptionUse case
"brief"~80% fewer tokensLarge projects, routine operations
"normal"Balanced detailGeneral development
"full"Maximum detailDebugging, investigation
.godotiq.json
{
"detail_level": "brief"
}

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.

.godotiq.json
{
"addon_port": 7000
}

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 uv to run GodotIQ (see Installation for the uv config format)
  • Auto-detection fails because project.godot is in a non-standard location
Terminal window
export GODOTIQ_PROJECT_ROOT="/path/to/your/godot/project"

Or set it in your MCP client configuration’s env block (see Installation).

.godotiq.json
{}

No configuration needed — all 15 free tools work with default settings.

.godotiq.json
{
"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.

.godotiq.json
{
"detail_level": "brief"
}

Reduces output size by ~80%. Recommended for large projects (100+ scenes) where you want faster, cheaper AI responses.

.godotiq.json
{
"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
}