Godot Addon
The GodotIQ addon is a Godot editor plugin (pure GDScript, ~500 lines) that enables 18 free bridge tools for live editor/game interaction. It connects the running Godot editor to the MCP server over WebSocket (port 6007), enabling scene editing, screenshots, run/stop game, camera control, runtime monitoring, editor integration, input simulation, UI mapping, and navigation queries.
The addon is free, no license required. It ships with 5 GDScript files + plugin.cfg (6 files total):
godotiq_plugin.gdgodotiq_server.gdgodotiq_runtime.gdgodotiq_debugger.gdgodotiq_logger.gdplugin.cfg
What the Addon Enables
Section titled “What the Addon Enables”Without the addon, 18 tools work from the filesystem alone (4 free: godotiq_script_ops, godotiq_file_ops, godotiq_animation_info, godotiq_ping + all 14 Pro intelligence tools). With the addon, 18 additional free bridge tools become available:
| Tool | Description |
|---|---|
godotiq_editor_context | Call FIRST alongside project_summary. Returns editor state: open scenes, selected nodes, is game running, project path |
godotiq_scene_tree | Live editor scene tree showing actual state with transforms, scripts, groups, and visibility |
godotiq_node_ops | Core scene editing tool. Batch operations with Ctrl+Z undo |
godotiq_build_scene | Create multiple nodes in a scene using high-level patterns |
godotiq_save_scene | Persist editor changes to disk |
godotiq_exec | Execute GDScript code in game or editor context |
godotiq_run | Start or stop the Godot game |
godotiq_input | Simulate player input in the running game |
godotiq_screenshot | Visual verification of the game or editor viewport |
godotiq_camera | Editor 3D camera control |
godotiq_state_inspect | Query runtime property values |
godotiq_perf_snapshot | FPS, draw calls, memory, node count from the running game |
godotiq_watch | Persistent property monitoring |
godotiq_undo_history | Review undo/redo state and recent action history |
godotiq_check_errors | Check GDScript files for compilation/parse errors |
godotiq_verify_motion | Verify a node property changes over time |
godotiq_ui_map | Map all UI elements on screen |
godotiq_nav_query | Live pathfinding via NavigationServer3D |
Installation
Section titled “Installation”-
Install the addon using the CLI:
Terminal window godotiq install-addon <REPLACE_WITH_YOUR_GODOT_PROJECT_PATH>This copies the addon into
addons/godotiq/and injects GodotIQ guidance into supported AI client convention files such asCLAUDE.md,AGENTS.md,.cursorrules,.windsurfrules, and.github/copilot-instructions.md.Use
--dry-runto preview without writing files:Terminal window godotiq install-addon --dry-run <REPLACE_WITH_YOUR_GODOT_PROJECT_PATH> -
Enable the plugin:
Open your project in Godot: Project Settings → Plugins → GodotIQ → Enable
-
Verify the connection:
A “GodotIQ” panel appears at the bottom of the editor. The status indicator shows:
- Green: Connected to the MCP server
- Yellow: Waiting for connection
- Red: Connection error
Ask your AI: “Take a screenshot”. If it works, the addon is connected.
Bottom Panel UI
Section titled “Bottom Panel UI”When enabled, the addon adds a panel to the bottom dock of the Godot editor:
- Status indicator: Connection state (green/yellow/red)
- Port display: Current WebSocket port (default: 6007)
- Log viewer: Recent bridge commands and responses
- Reconnect button: Manually retry the connection if it drops
The panel is informational. All interaction happens through your AI client. The panel helps you verify the connection is active and debug issues.
Bridge Architecture
Section titled “Bridge Architecture”The addon communicates with the MCP server over a local WebSocket connection:
AI Agent ←(stdio)→ Python MCP Server ←(WebSocket:6007)→ GDScript Addon in Godot Editor ↕ EngineDebugger (IPC) ↕ Running Game (autoload)- Your AI client sends a tool call to the MCP server (stdio).
- The MCP server sends a command to the addon over WebSocket.
- The addon executes the command in the Godot editor via
EngineDebugger. - The result is sent back through the same path.
All communication is local (localhost only). No data leaves your machine.
Port Configuration
Section titled “Port Configuration”The default port is 6007. To change it:
-
Set
addon_portin.godotiq.json:.godotiq.json {"addon_port": 7000} -
In Godot, go to Project → Project Settings → GodotIQ → Port and set the same value.
GDScript API
Section titled “GDScript API”For advanced users, the addon exposes a GDScript API for custom integrations:
# Access the bridge singletonvar bridge = GodotIQBridge.instance
# Check connection statusif bridge.is_connected(): print("GodotIQ bridge is active on port ", bridge.port)
# Send a custom response (for plugin developers)bridge.send_response(request_id, {"status": "ok", "data": result})The GDScript API is primarily for addon developers extending GodotIQ’s functionality. Most users interact entirely through their AI client.
Troubleshooting
Section titled “Troubleshooting”Addon not appearing in Plugins list
Section titled “Addon not appearing in Plugins list”- Verify the folder structure:
addons/godotiq/plugin.cfgmust exist. - Check that
plugin.cfghas the correct[plugin]section. - Restart the Godot editor after copying the addon files.
Connection status is Yellow (waiting)
Section titled “Connection status is Yellow (waiting)”- Ensure the MCP server is running (started by your AI client via the
.mcp.jsonconfiguration). - The addon auto-retries every 5 seconds. Wait a moment after starting the server.
- Check that the port matches in both
.godotiq.jsonand the Godot addon settings.
Connection status is Red (error)
Section titled “Connection status is Red (error)”- Port conflict: Another process may be using port 6007. Change the port in both
.godotiq.jsonand the addon settings. - Firewall: Ensure localhost connections on the configured port are not blocked.
- Godot version: The addon requires Godot 4.x. The addon is pure GDScript with no version constraints beyond Godot 4.
Bridge tools return errors but free tools work
Section titled “Bridge tools return errors but free tools work”- The MCP server is running but the addon isn’t connected. Check the bottom panel status.
- If the status is green but tools fail, check the log viewer for error details.
”Connection refused” error
Section titled “”Connection refused” error”- Port mismatch between
.godotiq.jsonand the addon. Verify both use the same port. - The addon is not enabled in Project Settings → Plugins.
Licensing
Section titled “Licensing”The addon is free and included with the MIT-licensed Community package. The 18 bridge tools it enables are free, no license required.
PRO tools (14 intelligence tools) are delivered through the private Pro bundle after license validation. Set GODOTIQ_LICENSE_KEY in your MCP client config. Pro tools are filesystem-only and do not require the addon.