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Quickstart

After installing GodotIQ, try these five prompts with your AI assistant. Each one triggers GodotIQ tools automatically — you just ask in natural language.

  1. “Summarize this project”

    Triggers the project_summary tool. Returns a structured overview of your project: scene count, script count, node types, signal patterns, and key architectural decisions. Ideal for onboarding your AI to a new codebase.

    > Project: MyPlatformer
    23 scenes, 48 scripts, 156 signals
    Architecture: autoload managers + scene tree
    Key patterns: state machine (Player), observer (Events)
  2. “Map the current scene”

    Triggers the scene_map tool. Returns the spatial layout of all nodes in a scene — positions, sizes, types, and parent-child relationships. Gives your AI spatial awareness of your game world.

    > Scene: Level1.tscn
    Player (CharacterBody2D) at (0, 0)
    ├─ Camera2D at (0, 0)
    ├─ CollisionShape2D
    └─ AnimatedSprite2D
    Enemy (CharacterBody2D) at (12, 3)
    Door (Area2D) at (20, 0)
  3. “Show me the dependency graph for Player.gd”

    Triggers the dependency_graph tool. Reveals which scripts depend on Player.gd and what Player.gd depends on. Uncovers hidden coupling before you refactor.

    > Player.gd dependencies:
    imports: Health.gd, InputBuffer.gd
    used by: GameManager.gd, HUD.gd, Level1.tscn
    signals: 3 emitted, 2 received
  4. “Audit the spatial layout of Level1.tscn”

    Triggers the spatial_audit tool. Checks for common spatial issues: overlapping colliders, nodes outside boundaries, off-navmesh placements, orphaned physics bodies. Returns actionable findings.

    > Spatial audit: Level1.tscn
    ⚠ 2 overlapping colliders (Enemy, Crate at 12,3)
    ⚠ 1 node off navmesh (Pickup at 5,20)
    ✓ No orphaned physics bodies
  5. “Trace the flow from player_hit signal”

    Triggers the trace_flow tool. Follows a signal from emission through all connected handlers, across files, showing the full chain of effects. Reveals non-obvious side effects.

    > Signal flow: player_hit
    Player.gd:42 emit → GameManager.gd:18 _on_player_hit()
    → Health.gd:7 reduce(amount)
    → HUD.gd:23 update_health_bar()
    → SFX.gd:11 play("hit")