Quickstart
After installing GodotIQ, try these prompts with your AI assistant. Each one triggers GodotIQ tools automatically. You just ask in natural language.
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“Take a screenshot of my game”
Triggers the
godotiq_screenshottool (free, requires addon). Visual verification of your running game.> screenshot viewport=game scale=0.5Captured 540×960 webp (24KB) -
“Show me the scene tree”
Triggers the
godotiq_scene_treetool (free, requires addon). Live scene hierarchy with transforms.> scene_tree depth=3Main → World → Player (pos: 3,1,0) → Camera3D
Intelligence Tools (Pro)
Section titled “Intelligence Tools (Pro)”These require GodotIQ Pro. Community users receive a preview/upgrade teaser instead of full Pro output.
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“Summarize this project”
Triggers the
godotiq_project_summarytool. 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: MyPlatformer23 scenes, 48 scripts, 156 signalsArchitecture: autoload managers + scene treeKey patterns: state machine (Player), observer (Events) -
“Map the current scene”
Triggers the
godotiq_scene_maptool. 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.tscnPlayer (CharacterBody2D) at (0, 0)├─ Camera2D at (0, 0)├─ CollisionShape2D└─ AnimatedSprite2DEnemy (CharacterBody2D) at (12, 3)Door (Area2D) at (20, 0) -
“Show me the dependency graph for Player.gd”
Triggers the
godotiq_dependency_graphtool. Reveals which scripts depend onPlayer.gdand whatPlayer.gddepends on. Uncovers hidden coupling before you refactor.> Player.gd dependencies:imports: Health.gd, InputBuffer.gdused by: GameManager.gd, HUD.gd, Level1.tscnsignals: 3 emitted, 2 received -
“Audit the spatial layout of Level1.tscn”
Triggers the
godotiq_spatial_audittool. 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 -
“Trace the flow from player_hit signal”
Triggers the
godotiq_trace_flowtool. 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_hitPlayer.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")