Godot AI developer — use when implementing NPC pathfinding, NavigationAgent3D, behavior state machines, or detection systems.
Godot animation developer — use when working with AnimationPlayer, AnimationTree, blend spaces, state machines, or skeletal IK.
Design Godot project structure — use when designing autoloads, resource architecture, scene organization, or plugin layout.
Godot audio developer — use when setting up sounds, music, spatial audio, audio buses, or randomized one-shots.
Design Godot features before touching code — use before implementing any new scene, system, or GDScript class.
Uses power tools
Uses Bash, Write, or Edit tools
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A Claude Code plugin that turns Claude into a Godot 4.7 co-developer. It knows the engine, speaks GDScript, and can actually run code in your live editor through AgentBridge.
When you open a Godot project, Claude automatically loads Godot context — the right nodes, APIs, patterns, and rules for whatever you're working on. You don't have to explain what CharacterBody3D is or remind Claude that physics logic belongs in _physics_process. It already knows.
The plugin also gives Claude a live connection to your running editor through AgentBridge. It can execute GDScript, read the output log, save scenes, and start or stop playback — all without you leaving your editor.
claude plugin install godot@claude-plugins-official
Or clone and install locally:
git clone https://github.com/alexcmd/godot-toolkit
cd godot-toolkit
./install.sh # Mac/Linux
install.bat # Windows
Once installed, open any Godot project — Claude will pick up the context automatically on session start.
The plugin organizes its skills into three groups.
These are the workhorses. Use them whenever you need to write code, design systems, or inspect the editor.
| Skill | What it's for |
|---|---|
godot:coder | Writing GDScript — classes, autoloads, methods |
godot:architect | Scene hierarchy, autoload structure, resource patterns |
godot:scene | Adding, moving, or inspecting nodes via the live editor |
godot:shader | Spatial, canvas_item, and particle shaders |
godot:signals | Signal architecture and connections |
godot:ui | Control nodes, themes, anchors, HUDs |
godot:debugger | Errors, crashes, and unexpected behavior |
godot:runner | Running and profiling scenes |
godot:docs | Looking up Godot 4.x API docs via Context7 |
Sometimes you need Claude thinking like a specific kind of developer. These skills set the context for a domain and point to the right tools for that work.
| Skill | When to use it |
|---|---|
godot:gameplay | Player controllers, input, state machines, save/load |
godot:graphics | Lighting, WorldEnvironment, GI, post-processing |
godot:environment | Terrain, navigation mesh, occlusion, GridMap |
godot:vfx | Particles, trails, impacts, screen effects |
godot:animation | AnimationPlayer, AnimationTree, blend spaces, IK |
godot:audio | Spatial audio, buses, randomized one-shots |
godot:physics | Collision layers, joints, raycasts, physics bodies |
godot:ai | NPC pathfinding, behavior state machines, detection |
godot:networking | Multiplayer, RPC, scene replication |
These enforce good habits: plan before coding, verify before calling anything done, review before moving on.
| Skill | When to use it |
|---|---|
godot:brainstorming | Before starting any new feature |
godot:writing-plans | After brainstorming, before writing code |
godot:executing-plans | Working through a written plan step by step |
godot:subagent-driven-development | Parallel work with independent subagents |
godot:systematic-debugging | Any bug — always use this instead of guessing |
godot:verification-before-completion | Before saying anything is done |
godot:requesting-code-review | After finishing a plan step |
godot:receiving-code-review | Processing review feedback |
godot:finishing-a-development-branch | When implementation is complete |
The plugin includes a code-reviewer agent that knows Godot — not just generic code quality. It checks GDScript idioms (typed variables, @onready, signal connection style), scene structure, AgentBridge usage, performance patterns, and role-specific rules for each domain.
It gets invoked automatically as part of the workflow after you finish a plan step.
AgentBridge is a Godot module that exposes your running editor as a REST API. With it active, Claude can:
This makes the difference between Claude guessing at your project and Claude actually seeing it. Install it from the AgentBridge repo and follow the setup instructions there.
Open a Godot project and start Claude Code. The plugin detects project.godot and loads automatically — you'll have Godot context from your first message.
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