Godot Addon
The GodotIQ addon is a Godot editor plugin that unlocks 20 Pro tools across 5 categories: Scene Editing, Visual, Runtime, Editor, and I/O. It connects the running Godot editor to the MCP server over TCP, enabling real-time interaction: scene editing, screenshots, run/stop game, camera control, runtime monitoring, editor integration, filesystem operations, input simulation, UI mapping, and navigation queries.
The addon requires a Pro license.
What the Addon Unlocks
Section titled “What the Addon Unlocks”Without the addon, GodotIQ provides 15 free tools that work by reading project files directly. With the addon, 20 Pro tools become available:
| Category | Tool | Description |
|---|---|---|
| Scene Editing | node_ops | Batch scene editing with Ctrl+Z undo: move, rotate, scale, set_property, add_child, delete, duplicate, reparent |
| Scene Editing | build_scene | Create multiple nodes using high-level patterns. One call = many nodes with undo |
| Scene Editing | save_scene | Persist editor changes to disk |
| Scene Editing | script_ops | Read, write, or patch GDScript files with convention validation |
| Visual | screenshot | Visual verification of game or editor viewport |
| Visual | camera | Editor 3D camera control: get position, reposition, focus on node |
| Runtime | run | Start or stop the Godot game from the editor |
| Runtime | state_inspect | Query runtime property values. CHEAPER than screenshots — use first |
| Runtime | watch | Persistent property monitoring across game interactions |
| Runtime | verify_motion | Verify node property changes over time (proves movement/animation) |
| Runtime | perf_snapshot | FPS, draw calls, memory, node count from running game |
| Editor | editor_context | Editor state: open scenes, selected nodes, is game running, project path |
| Editor | scene_tree | Live editor scene tree with transforms, scripts, groups, visibility |
| Editor | undo_history | Review what was changed — undo/redo state and action history |
| Editor | check_errors | Check GDScript files for compilation/parse errors |
| Editor | exec | Execute GDScript code. Last resort — prefer dedicated tools |
| I/O | file_ops | Filesystem operations within Godot project: list, read, write, move, delete, search, tree, rename |
| I/O | input | Simulate player input: actions, keys, UI taps, waits |
| I/O | ui_map | Map all UI elements: positions, text, interactivity, visibility |
| I/O | nav_query | Live pathfinding via NavigationServer3D. Can A reach B? |
Installation
Section titled “Installation”-
Download the addon from your purchase confirmation email or the GodotIQ dashboard.
-
Copy to your project:
Extract the archive and copy the
addons/godotiq/folder into your Godot project’saddons/directory:your_project/├── addons/│ └── godotiq/│ ├── plugin.cfg│ ├── godotiq_bridge.gd│ └── ...├── project.godot└── .godotiq.json -
Enable the plugin:
Open your project in Godot, go to Project → Project Settings → Plugins, and enable GodotIQ.
-
Verify the connection:
A “GodotIQ” panel appears at the bottom of the editor. The status indicator shows:
- Green — Connected to the MCP server
- Yellow — Waiting for connection
- Red — Connection error
Ask your AI: “Take a screenshot” — if it works, the addon is connected.
Bottom Panel UI
Section titled “Bottom Panel UI”When enabled, the addon adds a panel to the bottom dock of the Godot editor:
- Status indicator — Connection state (green/yellow/red)
- Port display — Current TCP port (default: 6550)
- Log viewer — Recent bridge commands and responses
- Reconnect button — Manually retry the connection if it drops
The panel is informational — all interaction happens through your AI client. The panel helps you verify the connection is active and debug issues.
Bridge Architecture
Section titled “Bridge Architecture”The addon communicates with the MCP server over a local TCP connection:
AI Client → MCP Server (Python) → TCP:6550 → Godot Addon (GDScript)- Your AI client sends a tool call to the MCP server.
- The MCP server sends a command to the addon over TCP.
- The addon executes the command in the Godot editor via
EngineDebugger. - The result is sent back through the same path.
All communication is local (localhost only). No data leaves your machine.
Port Configuration
Section titled “Port Configuration”The default port is 6550. To change it:
-
Set
addon_portin.godotiq.json:.godotiq.json {"addon_port": 7000} -
In Godot, go to Project → Project Settings → GodotIQ → Port and set the same value.
GDScript API
Section titled “GDScript API”For advanced users, the addon exposes a GDScript API for custom integrations:
# Access the bridge singletonvar bridge = GodotIQBridge.instance
# Check connection statusif bridge.is_connected(): print("GodotIQ bridge is active on port ", bridge.port)
# Send a custom response (for plugin developers)bridge.send_response(request_id, {"status": "ok", "data": result})The GDScript API is primarily for addon developers extending GodotIQ’s functionality. Most users interact entirely through their AI client.
Troubleshooting
Section titled “Troubleshooting”Addon not appearing in Plugins list
Section titled “Addon not appearing in Plugins list”- Verify the folder structure:
addons/godotiq/plugin.cfgmust exist. - Check that
plugin.cfghas the correct[plugin]section. - Restart the Godot editor after copying the addon files.
Connection status is Yellow (waiting)
Section titled “Connection status is Yellow (waiting)”- Ensure the MCP server is running (
godotiq --project /path/to/project). - The addon auto-retries every 5 seconds — wait a moment after starting the server.
- Check that the port matches in both
.godotiq.jsonand the Godot addon settings.
Connection status is Red (error)
Section titled “Connection status is Red (error)”- Port conflict: Another process may be using port 6550. Change the port in both
.godotiq.jsonand the addon settings. - Firewall: Ensure localhost connections on the configured port are not blocked.
- Godot version: The addon requires Godot 4.2 or later. Earlier versions lack the required
EngineDebuggerAPI.
Bridge tools return errors but free tools work
Section titled “Bridge tools return errors but free tools work”- The MCP server is running but the addon isn’t connected. Check the bottom panel status.
- If the status is green but tools fail, check the log viewer for error details.
”Connection refused” error
Section titled “”Connection refused” error”- Port mismatch between
.godotiq.jsonand the addon. Verify both use the same port. - The addon is not enabled in Project Settings → Plugins.
Licensing
Section titled “Licensing”The addon requires a Pro license. Pricing:
- One-time purchase — no subscription
- Lifetime updates — all future versions included
- Per-developer license — one license per person
- Commercial use — allowed under the personal license
The 15 free Community tools work without any license or addon.