GodotIQ MCP Server

1

Add it to Claude Code

Run this in a terminal.

Run in terminal
claude mcp add -e "GODOTIQ_PROJECT_ROOT=${GODOTIQ_PROJECT_ROOT}" godotiq -- uvx godotiq
Required:GODOTIQ_PROJECT_ROOT
README.md

Intelligent MCP server for AI-assisted Godot 4 development

GodotIQ

The only Godot MCP that understands your game, not just your files.

GodotIQ is a Model Context Protocol (MCP) server for Godot 4.x that gives AI agents (Claude Code, Cursor, Windsurf) spatial intelligence, code understanding, and runtime control. 35 tools across 9 categories — from smart object placement to signal flow tracing to automated UI mapping.

Other Godot MCPs are API wrappers. GodotIQ is an intelligence layer.


What It Does

Before GodotIQ:
  Agent: "I'll move this shelf to (2, 0, 0)"
  Result: Inside a wall. 10 iterations to fix.

After GodotIQ:
  Agent calls placement → knows empty slots, walls, navmesh, nearby objects
  Agent calls node_ops(validate=true) → validated placement, first try
  Agent calls camera + screenshot → visually confirms result
  Done.

Key Capabilities No Other MCP Has

  • Spatial Intelligencescene_map, placement, spatial_audit. Understands 3D space: distances, walls, navmesh, empty slots, scale consistency
  • Signal Flow Tracingtrace_flow. "What happens when the player accepts an order?" → complete chain across 8 files with failure points
  • Code Understandingdependency_graph, signal_map, impact_check. Knows who calls who, what breaks if you change a function
  • Smart Placementplacement finds designer-intended Marker3D slots first (95% confidence), falls back to grid search with constraint solving
  • Runtime UI Mappingui_map. Maps every button, label, and input with screen positions, text content, touch target validation
  • Visual Verificationcamera + screenshot (editor viewport). Agent looks at what it changed before moving on
  • Convention Enforcementvalidate checks and auto-fixes GDScript conventions after every edit
  • Project Memoryproject_summary, file_context. Agent re-primes instantly after context compaction

35 Tools in 9 Categories

Category Tools Addon Required
Bridge (runtime) screenshot, scene_tree, run, input, node_ops, script_ops, file_ops, exec, state_inspect, perf_snapshot, save_scene, camera, watch, undo_history, nav_query, build_scene, check_errors, verify_motion YES
Spatial (3D intelligence) scene_map, placement, spatial_audit Optional
Code (analysis) dependency_graph, signal_map, impact_check, validate NO
Animation animation_info, animation_audit NO
Flow & Debug trace_flow NO
Assets asset_registry, suggest_scale NO
Memory project_summary, file_context NO
UI ui_map YES
Navigation nav_query YES

17 tools work from filesystem alone (no Godot running). 18 tools need the lightweight GDScript addon.


Setup

1. Install GodotIQ

Direct install:

pip install godotiq

For AI clients (recommended): No manual install needed. Configure the MCP client to use uvx which auto-installs on first use (see step 3).

2. Install the Godot Addon

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

This copies:

  • The GDScript addon files to /addons/godotiq/
  • GODOTIQ_RULES.md to the project root (AI assistant rules for Godot development)

Use --dry-run to preview what will be copied.

Then enable the addon in Godot via Project Settings → Plugins → GodotIQ → Enable.

The addon is pure GDScript (~500 lines, no compilation). It starts a WebSocket server on port 6007 for bidirectional communication with the MCP server.

3. Configure Your AI Client

Create .mcp.json in your Godot project root:

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

Then launch Claude Code from your project directory:

cd /path/to/your/godot/project
claude

Claude Code reads .mcp.json automatically and connects to GodotIQ with 35 tools available.

4. (Optional) Project Configuration

Create .godotiq.json in your Godot project root for project-specific settings:

{
  "version": 2,
  "project": {
    "name": "My Game",
    "engine": "godot_4",
    "type": "3d"
  },
  "disabled_tools": [],
  "protected_files": ["project.godot", ".godot/**", "*.import"],
  "conventions": {
    "class_name_suffix": "Class",
    "signal_bus": "Events",
    "require_type_hints": true
  },
  "asset_origins": {
    "meshy": {
      "path_patterns": ["assets/models/printers/**"],
      "default_scale": [0.3, 0.3, 0.3]
    }
  },
  "server": {
    "default_detail": "normal",
    "screenshot_default_scale": 0.25
  }
}

Architecture

godotiq/
├── src/godotiq/
│   ├── server.py              # MCP server (FastMCP, stdio transport)
│   ├── config.py              # .godotiq.json configuration loader
│   ├── session.py             # Project session management
│   ├── parsers/               # .tscn, .gd file parsers (

Tools (6)

screenshotCaptures a screenshot of the editor viewport.
scene_mapMaps the 3D scene structure for spatial awareness.
placementIntelligently places objects in the scene using Marker3D slots or grid search.
trace_flowTraces signal flow across multiple files to identify failure points.
ui_mapMaps UI elements with screen positions and touch target validation.
validateChecks and auto-fixes GDScript conventions.

Environment Variables

GODOTIQ_PROJECT_ROOTrequiredThe absolute path to the Godot project directory.

Configuration

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

Try it

Move the player character to the nearest empty Marker3D slot in the current scene.
Trace the signal flow for the 'accept_order' event and identify any potential failure points.
Map the UI elements in the main menu and validate that all buttons have valid touch targets.
Validate the GDScript files in the player folder for project conventions.
Take a screenshot of the current editor viewport to verify the recent object placement.

Frequently Asked Questions

What are the key features of GodotIQ?

Spatial intelligence for 3D object placement and navmesh awareness. Signal flow tracing across multiple files to debug complex interactions. Runtime UI mapping for validating button positions and touch targets. Automated GDScript convention enforcement and code validation. Visual verification via editor viewport screenshots and camera control.

What can I use GodotIQ for?

Automating the placement of game objects in 3D levels without manual coordinate guessing. Debugging complex signal chains in large Godot projects. Ensuring UI elements are correctly positioned and interactive across different screen resolutions. Maintaining consistent GDScript coding standards across a team project. Rapidly prototyping game logic with AI agents that understand the project structure.

How do I install GodotIQ?

Install GodotIQ by running: pip install godotiq

What MCP clients work with GodotIQ?

GodotIQ works with any MCP-compatible client including Claude Desktop, Claude Code, Cursor, and other editors with MCP support.

Turn this server into reusable context

Keep GodotIQ docs, env vars, and workflow notes in Conare so your agent carries them across sessions.

Need the old visual installer? Open Conare IDE.
Open Conare