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GodotIQ

by salvo10f

Work a Godot project through structured queries instead of raw files: see who calls what before a rename, edit scenes and scripts with undo, then run the game and prove the change worked.

3D, CAD & Game EnginesVerified
Summary
It replaces grep-and-read on a Godot project with calls that already know who calls what.

The design point is that the agent stops guessing: godotiq_impact_check names the callers before a rename, godotiq_placement proposes coordinates instead of inventing them, and godotiq_verify_motion proves a node moved by comparing two state snapshots rather than by reading a picture. Two boundaries are stated in the tools themselves. godotiq_scene_map, godotiq_spatial_audit, godotiq_placement, godotiq_suggest_scale, godotiq_nav_query, godotiq_camera and godotiq_explore are 3D-only and return incomplete or misleading data on a 2D scene. And godotiq_screenshot and godotiq_explore are the expensive visual path the text tools exist to avoid — godotiq_explore also caps its own output.

What it is

A server over a Godot project and its live editor session, 38 tools spanning static analysis of .gd and .tscn files, editor-side scene and script editing, and inspection of the running game.

What you get
  • Cross-references before an edit: godotiq_file_context returns a file's public API, dependencies, signals and who imports it; godotiq_dependency_graph and godotiq_signal_map trace emitters, listeners, orphan signals and missing ones project-wide; godotiq_impact_check names what a rename would break
  • Scene editing with Ctrl+Z undo — godotiq_node_ops batches move, reparent, rename, add_child, delete and property assignment; godotiq_build_scene creates many nodes at once in a grid, line or scatter; godotiq_save_scene refuses with SCENE_MISMATCH when the active tab is not the scene you named
  • Script work through godotiq_script_ops with convention validation and a patch mode that touches only what you specify, plus godotiq_check_errors as a text-only compile check
  • Spatial reasoning for 3D scenes: godotiq_scene_map for positions, distances and bounds, godotiq_placement for validated spots that respect Marker3D slots, godotiq_suggest_scale from comparable assets, godotiq_spatial_audit for floating objects, z-fighting and scale mismatches
  • Runtime evidence: godotiq_run starts and stops the game, godotiq_state_inspect reads live property values, godotiq_watch records a value's history across an interaction, godotiq_verify_motion compares two snapshots to prove something moved, godotiq_perf_snapshot reports FPS, draw calls, memory and node count
  • Errors read as text rather than screenshots — godotiq_read_debug_console pulls the Debugger panel, godotiq_verify_project_runs returns PASS only when scripts compile, Play starts and the console shows no failing errors
  • Project inventory through godotiq_asset_registry, which finds unused assets and missing references, and godotiq_trace_flow, which follows a function or signal through the codebase
Requirements

GODOTIQ_PROJECT_ROOT pointing at the project, and the Godot editor open for the editor-side tools — godotiq_file_ops blocks .tscn and .scn writes while the editor holds the scene. A .godotiq.json in the project supplies protected files and asset_origins. The runtime tools need the game started through godotiq_run first. MIT licensed.

Setup effort

One command plus a key — uvx godotiq, then supply credentials