Server facts
godotiq MCP Server
Project
- Author
- salvo10f
- Repository
- github.com/salvo10f/godotiq
- 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.