Godotiq MCP server
io.github.salvo10f/godotiq·v0.1.3·54 starsIntelligent MCP server for Godot 4. Spatial intelligence, code analysis, 35 tools.
54 stars117 downloads/wk
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Godotiq tools (35, 3 write)
write = sends, deletes, buys or postsRead from the package source without running it. The installed server may list more.
godotiq_animation_auditFind animation problems: broken tracks, missing transitions, wrong loop settings, unreferenced animations. Run before shipping to catch animation bugs.
godotiq_animation_infoAnimation data for any node: tracks, keyframes, length, looping, state machine transitions. Use to understand animation setup before modifying.
godotiq_asset_registryComplete asset inventory: find unused assets, missing references, assets by type. Use to audit project assets and clean up bloat.
godotiq_build_scenewrite actionCreate 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_cameraEditor 3D camera control: get current position, reposition, or focus on a node. Editor-side — no game needed.
godotiq_check_errorsCheck GDScript files for compilation/parse errors.
godotiq_dependency_graphComplete 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_contextCall 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 actionExecute 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_contextCall 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_opsFilesystem 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_checkPredict 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_inputSimulate 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_queryLive pathfinding via NavigationServer3D. "Can A reach B?" Returns path, distance, reachability, navmesh status. Game must be running.
godotiq_node_opsCore 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_snapshotFPS, draw calls, memory, node count from the running game. Use for performance profiling. Game must be running.
godotiq_pingHealth check tool. Returns server status and version.
godotiq_placementFind 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_summaryCall 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 actionStart 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_scenePersist editor changes to disk. Call after node_ops or any scene modifications. In-place save. Editor-side — no game needed.
godotiq_scene_mapSpatial 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_treeLive 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_screenshotVisual 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_opsRead, 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_mapProject-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_auditAutomated 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_inspectQuery 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_scaleRecommend 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_flowTrace 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_mapMap 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_historyReview 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_validateConvention 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_motionVerify a node property changes over time (proves movement/animation).
godotiq_watchPersistent 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
- 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
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
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==0.5.16For 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/projectOr 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.
- SemEntity-level code intelligence: semantic diff, impact analysis, blame, and context for AI agentsnot reviewedWidely usedB