MCP.Market

Godotiq MCP server

by salvo10f·io.github.salvo10f/godotiq·v0.1.3·54 stars

Intelligent MCP server for Godot 4. Spatial intelligence, code analysis, 35 tools.

A88/100grade A
What users say
No reviews yet
Be the first
Safety scan
A88/100

full report

Adoption
Growing

54 stars117 downloads/wk

Reviews

Write one

Nobody has reviewed Godotiq yet.

If you have run it, two minutes of your experience saves the next person an afternoon.

Godotiq tools (35, 3 write)

write = sends, deletes, buys or posts

Read from the package source without running it. The installed server may list more.

  • godotiq_animation_audit

    Find animation problems: broken tracks, missing transitions, wrong loop settings, unreferenced animations. Run before shipping to catch animation bugs.

  • godotiq_animation_info

    Animation data for any node: tracks, keyframes, length, looping, state machine transitions. Use to understand animation setup before modifying.

  • godotiq_asset_registry

    Complete asset inventory: find unused assets, missing references, assets by type. Use to audit project assets and clean up bloat.

  • godotiq_build_scenewrite action

    Create multiple nodes in a scene using high-level patterns. One call = many nodes with Ctrl+Z undo. Use INSTEAD of repeated node_ops add_child calls.

  • godotiq_camera

    Editor 3D camera control: get current position, reposition, or focus on a node. Editor-side — no game needed.

  • godotiq_check_errors

    Check GDScript files for compilation/parse errors.

  • godotiq_dependency_graph

    Complete dependency graph: what this file emits, who listens, what it imports, who imports it, impact rating. Call before refactoring function signatures or renaming signals. DO NOT grep the codebase — this traces the full graph in one call.

  • godotiq_editor_context

    Call FIRST alongside project_summary. Returns editor state: open scenes, selected nodes, is game running, project path. Essential for understanding current context before any operations.

  • godotiq_execwrite action

    Execute GDScript code. Last resort — prefer dedicated tools (node_ops, script_ops, state_inspect) over exec. Code MUST contain 'func run():'. In game context use Engine.get_main_loop() instead of get_tree().

  • godotiq_file_context

    Call BEFORE editing any file. Returns public API, dependencies, signals, who imports this file, scene usage. Without this you risk breaking callers. DO NOT read .gd/.tscn files directly — this gives structured cross-referenced data.

  • godotiq_file_ops

    Filesystem operations within the Godot project: list, read, write, move, delete, search, tree, uid_to_path, path_to_uid, rename (with reference updates). Respects protected files from .godotiq.json. For .gd files, prefer script_ops instead.

  • godotiq_impact_check

    Predict what breaks BEFORE making a change. Returns affected files, callers, risk level, and safe alternatives. Call before renaming, removing, or changing any function/signal/class signature. DO NOT manually search for callers — this finds them all.

  • godotiq_input

    Simulate player input in the running game: actions, keys, UI taps, waits. Use after ui_map to know what's on screen. Supports signal verification and side-effect tracking. Game must be running.

  • godotiq_nav_query

    Live pathfinding via NavigationServer3D. "Can A reach B?" Returns path, distance, reachability, navmesh status. Game must be running.

  • godotiq_node_ops

    Core scene editing tool. Batch operations with Ctrl+Z undo: move, rotate, scale, set_property, add_child, delete, duplicate, reparent. All ops in one call = one undo action. ALWAYS add validate:true for spatial operations (move/scale/add_child) to prevent placing objects inside walls or on top of each other. If ANY validated op is BLOCKED, the entire batch is rejected (atomic).

  • godotiq_perf_snapshot

    FPS, draw calls, memory, node count from the running game. Use for performance profiling. Game must be running.

  • godotiq_ping

    Health check tool. Returns server status and version.

  • godotiq_placement

    Find safe placement positions for new objects. DO NOT guess positions or manually calculate coordinates. Checks Marker3D slots first (designer-intended spots, highest confidence), then grid-searches nearby space with wall/overlap validation. Returns up to 3 suggestions with confidence scores.

  • godotiq_project_summary

    Call FIRST in every session. Architecture, autoloads, conventions, file counts. Replaces manual project exploration — one call gives full context. Use detail="brief" for counts only.

  • godotiq_runwrite action

    Start or stop the Godot game. Must call play before using any game-side tools (state_inspect, screenshot, input, nav_query, watch, ui_map). Waits for confirmed startup.

  • godotiq_save_scene

    Persist editor changes to disk. Call after node_ops or any scene modifications. In-place save. Editor-side — no game needed.

  • godotiq_scene_map

    Spatial understanding of a .tscn scene: positions, distances, directions, bounds. ALWAYS call before placing or moving 3D objects — never guess positions. DO NOT read .tscn files directly — they are unreadable resource format. Use focus + radius to zoom into an area.

  • godotiq_scene_tree

    Live editor scene tree — actual state with transforms, scripts, groups, visibility. Unlike scene_map (reads .tscn from disk), this reads the editor's live state. Call BEFORE node_ops to see current node names and paths.

  • godotiq_screenshot

    Visual verification of the game or editor viewport. Use scale=0.25, quality=0.3 for token-efficient checks. Prefer state_inspect for data — use screenshot only when you need visual confirmation.

  • godotiq_script_ops

    Read, write, or patch GDScript files with convention validation. ALWAYS prefer this over raw file writes for .gd files. Patch mode (find-and-replace) is safest — only changes what you specify.

  • godotiq_signal_map

    Project-wide signal wiring: who emits, who listens, orphan/missing signals. DO NOT grep for .connect() calls — this traces the complete signal graph in one call. Use find="orphans" to find dead signals, "missing" to find typos.

  • godotiq_spatial_audit

    Automated 3D scene linter: floating objects, scale mismatches, z-fighting, overlapping instances, extreme positions. Run on any scene to catch spatial issues before they become visual bugs. Use detail="brief" for only real problems.

  • godotiq_state_inspect

    Query runtime property values. CHEAPER than screenshots for checking state — use this first. Supports autoload lookup by name, node paths, nested properties, method calls like 'pending_orders.size()'. Game must be running.

  • godotiq_suggest_scale

    Recommend scale + position for a model based on similar assets in the scene. Never guess scales — this analyzes existing objects and suggests matching values. Respects asset_origins from .godotiq.json.

  • godotiq_trace_flow

    Trace execution flow from a function or signal through the entire codebase. "What happens when X is called?" Returns the chain of calls, signal emissions, and failure points. DO NOT manually trace call chains — this does it automatically.

  • godotiq_ui_map

    Map all UI elements on screen: positions, text, interactivity, visibility. Call BEFORE godotiq_input to know what buttons/controls exist. Game must be running.

  • godotiq_undo_history

    Review what was changed. Shows undo/redo state and recent GodotIQ action history. Call after node_ops to verify changes. Editor-side — no game needed.

  • godotiq_validate

    Convention check: missing type hints, missing class_name, orphan signals, naming violations. Run after every code change. Use on "project" for full scan or target a single file.

  • godotiq_verify_motion

    Verify a node property changes over time (proves movement/animation).

  • godotiq_watch

    Persistent property monitoring. Start watching, then read accumulated changes over time. Use for tracking values across game interactions. Game must be running.

Public scan report

scanner v0.1.10 · 2026-09-27 · same rubric, same numbers if you re-run it

no findings
  • Code scan64 source files scanned25/25
  • –Live reliabilityno gateway calls yet and no remote to proben/a
  • –Tool poisoningtools not inspected (local package is not executed); not countedn/a
  • Auth qualitylocal package, no credentials required12/15
  • Maintenancelast push 55 days ago12/15
  • Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10
Overall 88/100. Components that don't apply are left out of the denominator. Any critical finding is an F.RubricAppeal a findingJSON

How Godotiq compares

Against every graded MCP server, from our own scans and uptime checks. Updated after each scan run.

Safety score
88/100
higher than 75% of 48,255 servers
Tools
35
the typical server has 7
Tools that change things
9%
typical: 0%. Fewer write tools means less an agent can break
GitHub stars
54
more than 94% of 28,688 servers
Downloads a week
117
more than 66% of 12,191 servers with a package

What its tools let an agent do: 32 read · 3 change

Install Godotiq in Claude Code, Cursor or VS Code

claude mcp add godotiq -- uvx godotiq
Add to Cursor

What the publisher says

From the Godotiq repository's README, as published. We do not edit it. Read it on GitHub

GodotIQ

Intelligent MCP server for Godot 4. Spatial intelligence, code analysis, and 38 tools.

Version: 0.5.16 Repository: https://github.com/salvo10f/godotiq

Install

pip install godotiq==0.5.16

For AI clients, no manual install is required. Use uvx in your MCP config so the client auto-installs GodotIQ on first use:

{
  "mcpServers": {
    "godotiq": {
      "command": "uvx",
      "args": ["godotiq"],
      "env": {
        "GODOTIQ_PROJECT_ROOT": "/path/to/your/godot/project"
      }
    }
  }
}

For Pro, add "GODOTIQLICENSEKEY": "YOURPOLARLICENSE_KEY" to the same env block. Do not wrap uvx with the Unix-only env command; this config works on Windows, macOS, and Linux.

Install the Godot addon into a project:

uvx godotiq install-addon /path/to/your/godot/project

Or clone and install the Godot addon directly from godot-addon/addons/godotiq/.

Pro tier

The full suite of analysis tools (dependency graphs, impact checks, scene/spatial mapping, signal/flow tracing) ships as an optional Pro bundle. Community mode shows rich previews of every Pro tool so you can see what you'd unlock before upgrading.

Upgrade to Pro: https://godotiq.com/pro

Pro activation uses a signed-receipt model — no network I/O on the hot path once activated. Commerce is powered by polar.sh.

Documentation

  • Full docs: https://godotiq.com/docs
  • Issue tracker: https://github.com/salvo10f/godotiq/issues

License

MIT — see LICENSE.

Nothing above is checked by us. What we check is on the safety report.

Godotiq: common questions

Is Godotiq MCP server safe?
Yes, by our scan: it is graded A (88/100). Read the Godotiq safety report
How do I install Godotiq?
It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
Does Godotiq need an API key?
No secret keys are declared. It reads 1 setting from the environment.
Is Godotiq maintained?
The last commit was 93 days ago (2026-08-03). The latest release is v0.1.3.
What can I use instead of Godotiq?
Servers from other publishers that do the same job: Sem MCP server.
How does Godotiq compare with other MCP servers?
safety score 88/100 (higher than 75% of 48,255 servers); tools 35 (the typical server has 7); tools that change things 9% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.

Alternatives to Godotiq

Same job from other publishers: the closest match first, then the best rated.

  • Sem
    Entity-level code intelligence: semantic diff, impact analysis, blame, and context for AI agents
    B