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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.gd
  • godotiq_server.gd
  • godotiq_runtime.gd
  • godotiq_debugger.gd
  • godotiq_logger.gd
  • plugin.cfg

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:

ToolDescription
godotiq_editor_contextCall FIRST alongside project_summary. Returns editor state: open scenes, selected nodes, is game running, project path
godotiq_scene_treeLive editor scene tree showing actual state with transforms, scripts, groups, and visibility
godotiq_node_opsCore scene editing tool. Batch operations with Ctrl+Z undo
godotiq_build_sceneCreate multiple nodes in a scene using high-level patterns
godotiq_save_scenePersist editor changes to disk
godotiq_execExecute GDScript code in game or editor context
godotiq_runStart or stop the Godot game
godotiq_inputSimulate player input in the running game
godotiq_screenshotVisual verification of the game or editor viewport
godotiq_cameraEditor 3D camera control
godotiq_state_inspectQuery runtime property values
godotiq_perf_snapshotFPS, draw calls, memory, node count from the running game
godotiq_watchPersistent property monitoring
godotiq_undo_historyReview undo/redo state and recent action history
godotiq_check_errorsCheck GDScript files for compilation/parse errors
godotiq_verify_motionVerify a node property changes over time
godotiq_ui_mapMap all UI elements on screen
godotiq_nav_queryLive pathfinding via NavigationServer3D
  1. 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 as CLAUDE.md, AGENTS.md, .cursorrules, .windsurfrules, and .github/copilot-instructions.md.

    Use --dry-run to preview without writing files:

    Terminal window
    godotiq install-addon --dry-run <REPLACE_WITH_YOUR_GODOT_PROJECT_PATH>
  2. Enable the plugin:

    Open your project in Godot: Project Settings → Plugins → GodotIQ → Enable

  3. 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.

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.

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)
  1. Your AI client sends a tool call to the MCP server (stdio).
  2. The MCP server sends a command to the addon over WebSocket.
  3. The addon executes the command in the Godot editor via EngineDebugger.
  4. The result is sent back through the same path.

All communication is local (localhost only). No data leaves your machine.

The default port is 6007. To change it:

  1. Set addon_port in .godotiq.json:

    .godotiq.json
    {
    "addon_port": 7000
    }
  2. In Godot, go to Project → Project Settings → GodotIQ → Port and set the same value.

For advanced users, the addon exposes a GDScript API for custom integrations:

# Access the bridge singleton
var bridge = GodotIQBridge.instance
# Check connection status
if 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.

  • Verify the folder structure: addons/godotiq/plugin.cfg must exist.
  • Check that plugin.cfg has the correct [plugin] section.
  • Restart the Godot editor after copying the addon files.
  • Ensure the MCP server is running (started by your AI client via the .mcp.json configuration).
  • The addon auto-retries every 5 seconds. Wait a moment after starting the server.
  • Check that the port matches in both .godotiq.json and the Godot addon settings.
  • Port conflict: Another process may be using port 6007. Change the port in both .godotiq.json and 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.
  • Port mismatch between .godotiq.json and the addon. Verify both use the same port.
  • The addon is not enabled in Project Settings → Plugins.

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.