godotiq

Godotiq MCP Server

GodotIQ connects AI coding assistants to Godot 4.x through MCP for scene editing, code analysis, and runtime inspection. It serves game developers who want agents to assess object placement, trace signal flows, and check changes in the editor or running game.

Server facts

godotiq MCP Server

Project

Author
salvo10f
License
Not specified
Category
Games & 3D

Tech

Runtime / language
Not specified
Transports
stdio
Remote available
No
Authentication
Not specified

Activity

GitHub stars
54
Last commit
Data as of

Overview

Object placement in GodotIQ combines scene_map's view of positions and bounds with placement's search for Marker3D slots or nearby space checked for walls and overlaps. Agents can apply batched node_ops edits with undo support and optional spatial validation, then use camera and screenshot to inspect the result. For code changes, file_context outlines dependencies and scene usage, impact_check identifies affected callers, and trace_flow follows calls and signal emissions. GDScript convention checks are available through validate.

Runtime investigation links interface mapping to simulated interaction: ui_map reports controls and their screen positions, while input can trigger actions or taps and track autoload state changes. state_inspect queries live properties, watch records changes over time, and nav_query checks paths and reachability. Asset and animation audits cover unused resources, missing references, broken tracks, and transition issues. Filesystem analysis can work without Godot open; editor and game operations use the GDScript addon, with game-side inspection requiring a running game. The MCP client connects over stdio, and the addon communicates with the server over WebSocket.

godotiq setup notes

  • godotiq records stdio only; confirm a network transport upstream before planning remote access.
  • godotiq has no recorded license; confirm reuse terms in its repository.

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