Tools Overview
GodotIQ gives your AI 36 MCP tools for understanding and controlling Godot projects — 22 free + 14 Pro:
- 22 Free tools for raw operations: scene editing, game control, screenshots, scripts, filesystem, animation data.
- 14 Pro tools providing intelligence: spatial analysis, code understanding, flow tracing, project memory, asset management, animation auditing, visual inspection. All filesystem-only (no addon required). Requires a license key.
All Tools
Section titled “All Tools”Bridge Free
Section titled “Bridge ”| Tool | Description | Requires Addon |
|---|---|---|
godotiq_editor_context | Call FIRST alongside project_summary. Returns editor state: open scenes, selected nodes, is game running, project path | Yes |
godotiq_scene_tree | Live editor scene tree with actual state: transforms, scripts, groups, visibility. Unlike scene_map (reads .tscn from disk), this reads the editor’s live state | Yes |
godotiq_node_ops | Core scene editing tool. Batch operations with Ctrl+Z undo: move, rotate, scale, set_property, add_child, delete, duplicate, reparent, rename, get_property. All ops in one call = one undo action | Yes |
godotiq_build_scene | Create multiple nodes in a scene using high-level patterns. One call = many nodes with Ctrl+Z undo. Modes: grid, line, scatter, explicit list | Yes |
godotiq_save_scene | Persist editor changes to disk | Yes |
godotiq_script_ops | Read, write, or patch GDScript files with convention validation. Patch mode (find-and-replace) is safest | Filesystem |
godotiq_file_ops | Filesystem operations: list, read, write, move, delete, search, tree, uid_to_path, path_to_uid, rename with reference updates. Respects protected files from .godotiq.json | Filesystem |
godotiq_exec | Execute GDScript code. Last resort; prefer dedicated tools. Code MUST contain ‘func run():‘ | Yes |
godotiq_run | Start or stop the Godot game | Yes |
godotiq_input | Simulate player input in the running game: actions, keys, UI taps, waits. Supports signal verification and side-effect tracking | Yes |
godotiq_screenshot | Visual verification of the game or editor viewport. Use scale=0.25, quality=0.3 for token-efficient checks | Yes |
godotiq_camera | Editor 3D camera control: get current position, reposition, or focus on a node. Editor-side, no game needed | Yes |
godotiq_state_inspect | Query runtime property values. Cheaper than screenshots for checking state. Supports autoload lookup, node paths, nested properties, method calls | Yes |
godotiq_perf_snapshot | FPS, draw calls, memory, node count from the running game | Yes |
godotiq_watch | Persistent property monitoring | Yes |
godotiq_undo_history | Review what was changed. Shows undo/redo state and recent action history | Yes |
godotiq_check_errors | Check GDScript files for compilation/parse errors | Yes |
godotiq_verify_motion | Verify a node property changes over time (proves movement/animation). Takes two snapshots separated by a sleep and compares values | Yes |
Animation Mixed
Section titled “Animation ”| Tool | Description | Tier |
|---|---|---|
godotiq_animation_info | Animation data for any node: tracks, keyframes, length, looping, state machine transitions | Free |
godotiq_animation_audit | Find animation problems: broken tracks, missing transitions, wrong loop settings, unreferenced animations | PRO |
UI Free
Section titled “UI ”| Tool | Description |
|---|---|
godotiq_ui_map | Map all UI elements on screen: positions, text, interactivity, visibility. Call BEFORE godotiq_input to know what’s on screen |
Navigation Free
Section titled “Navigation ”| Tool | Description |
|---|---|
godotiq_nav_query | Live pathfinding via NavigationServer3D. “Can A reach B?” Returns path, distance, reachability, navmesh status |
Spatial Intelligence PRO
Section titled “Spatial Intelligence ”| Tool | Description |
|---|---|
godotiq_scene_map | Spatial understanding of a .tscn scene: positions, distances, directions, bounds. Call before placing or moving 3D objects |
godotiq_spatial_audit | Automated 3D scene linter: floating objects, scale mismatches, z-fighting, overlapping instances, extreme positions |
godotiq_placement | Find safe placement positions for new objects. Checks Marker3D slots first, then grid-searches with wall/overlap validation. Up to 3 suggestions with confidence scores |
Code Analysis PRO
Section titled “Code Analysis ”| Tool | Description |
|---|---|
godotiq_dependency_graph | Complete dependency graph: signals emitted, listeners, imports, reverse deps, impact rating. Call before refactoring |
godotiq_validate | Convention check: missing type hints, missing class_name, orphan signals, naming violations |
godotiq_signal_map | Project-wide signal wiring: who emits, who listens, orphan/missing signals |
godotiq_impact_check | Predict what breaks BEFORE making a change. Returns affected files, callers, risk level, safe alternatives |
Flow Tracing PRO
Section titled “Flow Tracing ”| Tool | Description |
|---|---|
godotiq_trace_flow | Trace execution flow from a function or signal through the entire codebase. Returns chain of calls, signal emissions, failure points |
Project Memory PRO
Section titled “Project Memory ”| Tool | Description |
|---|---|
godotiq_project_summary | Architecture overview, autoloads, conventions, file counts. Call FIRST in every session |
godotiq_file_context | Deep context for a file: public API, dependencies, signals, who imports it, scene usage. Call BEFORE editing any file |
Assets PRO
Section titled “Assets ”| Tool | Description |
|---|---|
godotiq_asset_registry | Complete asset inventory: find unused assets, missing references, assets by type |
godotiq_suggest_scale | Recommend scale + position for a model based on similar assets in the scene |
Visual Inspection PRO
Section titled “Visual Inspection ”| Tool | Description |
|---|---|
godotiq_explore | Autonomous visual inspection via drone camera. Tour mode clusters nodes into areas and captures overview screenshots. Inspect mode visits specific positions |
Utility Free
Section titled “Utility ”| Tool | Description |
|---|---|
godotiq_ping | Health check tool. Returns server status and version |
Free vs Pro
Section titled “Free vs Pro”Free tools (22) provide raw operations: scene editing, game control, screenshots, scripts, filesystem, animation data, UI mapping, navigation, health check. The bridge tools require the addon for live editor/game interaction.
Pro tools (14) add the intelligence layer: spatial maps, dependency graphs, signal chains, flow traces, asset inventories, animation audits, visual inspections. All filesystem-only, no addon required. Requires a one-time $19 license.
Explore by Category
Section titled “Explore by Category” Bridge & Addon Free tools for scene editing, visual debugging, runtime monitoring, editor integration, and I/O.
Spatial Intelligence PRO: scene mapping, smart placement, and spatial audits.
Code Analysis PRO: dependency graphs, signal maps, impact analysis, and validation.
Flow Tracing PRO: trace execution flow from any function or signal.
Project Memory PRO: project summaries and file-level context for AI sessions.
Assets PRO: asset inventory and scale recommendations.
Animation Animation data (free) and problem detection (PRO).
Visual Inspection PRO: autonomous drone camera inspection of 3D scenes.
UI Mapping Free: map live UI trees from the running game.