Workflows
These workflow patterns show how to combine GodotIQ tools for common game development tasks. Each workflow is client-agnostic — it works with Claude Code, Cursor, Windsurf, or VS Code.
Debugging a Bug
Section titled “Debugging a Bug”When something isn’t working and you don’t know why.
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Get project context — Start with
project_summaryso the AI understands your codebase. -
Describe the symptom — Be specific: “The health bar doesn’t update when the player takes damage” is better than “combat is broken.”
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Let the AI trace the flow — It will use
trace_flowto follow the data path from the damage source to the UI andsignal_mapto check signal connections. -
Review the findings — The AI will identify likely root causes with file paths and line numbers.
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Apply the fix — The AI can make the code change and use
validateto confirm the fix doesn’t break conventions.
Example prompt:
“The enemy attacks play their animation but the player health bar doesn’t decrease. Trace the flow to find why.”
Tools used: project_summary → trace_flow → signal_map → validate
Safe Refactoring
Section titled “Safe Refactoring”When you need to rename, move, or restructure code without breaking things.
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Check the blast radius — Use
impact_checkto see everything that depends on what you’re changing. -
Map signal connections —
signal_mapreveals signal chains that might be affected by the rename or restructure. -
Make the changes — The AI modifies all affected files based on the impact analysis.
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Validate — Run
validateto check that the refactored code follows project conventions.
Example prompt:
“I want to rename PlayerManager to CharacterController. What would break, and can you do the rename safely?”
Tools used: impact_check → signal_map → dependency_graph → validate
Level Review
Section titled “Level Review”When you want an AI review of a level’s spatial quality before shipping.
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Map the level —
scene_mapgives the AI a complete understanding of the spatial layout. -
Run a spatial audit —
spatial_auditchecks for floating objects, clipping geometry, out-of-bounds nodes, and navmesh gaps. -
Test navigation —
nav_querytests whether NPCs can reach key locations via the navigation mesh. (Requires Pro addon.) -
Fix issues — Use
placementto reposition problem objects with collision avoidance.
Example prompt:
“Audit my dungeon level for spatial issues and test that NPCs can navigate from the entrance to the boss room.”
Tools used: scene_map → spatial_audit → nav_query → placement
Understanding a New Codebase
Section titled “Understanding a New Codebase”When you’re joining a project or picking up code you haven’t touched in a while.
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Get the big picture —
project_summarywithdetail: "full"gives you architecture, file structure, autoloads, and conventions. -
Explore a specific system — Use
file_contexton key files (managers, autoloads) to understand their role and relationships. -
Trace a feature — Pick a user-facing feature and use
trace_flowto follow it from UI to data layer. -
Map dependencies —
dependency_graphshows how modules connect and where the coupling is tight.
Example prompt:
“I’m new to this project. Give me a full project overview, then walk me through how the order system works from the UI button press to the kitchen queue.”
Tools used: project_summary → file_context → trace_flow → dependency_graph
Runtime Debugging (Pro)
Section titled “Runtime Debugging (Pro)”When you need to see and interact with the running game.
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Start the game —
runlaunches from the editor. -
Capture what you see —
screenshottakes a viewport capture for the AI to analyze visually. -
Inspect the live tree —
scene_treeshows runtime-instantiated nodes that don’t exist in scene files. -
Check UI state —
ui_mapreveals what text labels show, which buttons are visible, and progress bar values. -
Manipulate state —
node_opslets you get/set properties and call methods on running nodes. -
Test input —
inputsimulates player input: actions, keys, UI taps, and waits. -
Stop and iterate — Stop the game with
run, make changes, repeat.
Example prompt:
“Run the game, take a screenshot, then check what the HUD is displaying. The score label might be wrong.”
Tools used: run → screenshot → ui_map → state_inspect → input
Asset Management
Section titled “Asset Management”When you need to find unused assets or check asset scaling.
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Inventory assets —
asset_registryfinds unused assets, missing references, and provides a complete inventory by type. -
Check scaling —
suggest_scalerecommends scale and position for models based on similar assets in scenes. -
Map dependencies —
dependency_graphshows which scripts and scenes reference each asset. -
Clean up — Based on the inventory, remove unused assets or fix broken references.
Example prompt:
“Find all unused assets in this project and check if any models have unusual scale relative to similar assets.”
Tools used: asset_registry → suggest_scale → dependency_graph
Building Good Prompts
Section titled “Building Good Prompts”Be Specific About the Problem
Section titled “Be Specific About the Problem”| Instead of… | Try… |
|---|---|
| ”My game is broken" | "The player clips through walls on the second floor" |
| "Fix the UI" | "The health bar doesn’t update when taking damage" |
| "Make the level better" | "Audit the dungeon for floating objects and navmesh gaps” |
Provide Context
Section titled “Provide Context”Include relevant details:
- Scene names and file paths when you know them
- Steps to reproduce for bugs
- What you’ve already tried
Chain Tools with Natural Language
Section titled “Chain Tools with Natural Language”You don’t need to know tool names. Describe what you want in stages:
“First understand the project structure, then trace how damage flows from enemy attack to player health bar, and fix whatever’s broken.”
The AI will select and chain the right tools automatically.