From godot-claude-skills
Provides persistent godot-mcp and AI Bridge workflows for Godot 4.x projects, handling .tscn/.gd/.gdshader/.tres files and live editor tasks like scene inspection, node edits, refresh/run/test loops, runtime diagnostics, hybrid validation.
npx claudepluginhub alexmeckes/godot-claude-skills --plugin godot-claude-skillsThis skill uses the workspace's default tool permissions.
Use a persistent `godot-mcp` session to work on Godot 4.x projects without rediscovering the editor state every turn. This skill is the Godot analogue of `playwright-interactive`: it keeps one live editor connection alive when possible, combines it with file-based scene/script/shader tools, and requires explicit validation evidence before signoff.
Live edits Godot scenes via AI Bridge: connects to running editor, explores scene tree, adds/modifies nodes and properties, saves/runs/tests. For rapid Godot iteration.
Interact with running Godot games via MCP: launch projects, capture screenshots, simulate clicks/keys, inspect/manipulate scene tree and properties. For UI testing, debugging, and state verification.
Creates Godot editor tools, inspectors, import helpers, and validation flows that reduce manual authoring risk. Useful for repetitive content workflows, manual scene/resource validation, and safer designer support.
Share bugs, ideas, or general feedback.
Use a persistent godot-mcp session to work on Godot 4.x projects without rediscovering the editor state every turn. This skill is the Godot analogue of playwright-interactive: it keeps one live editor connection alive when possible, combines it with file-based scene/script/shader tools, and requires explicit validation evidence before signoff.
Prefer the smallest evidence-producing loop. For live-editor tasks, stay on the live godot_editor_* and godot_runtime_* surface unless a file-only detail is truly required.
godot-mcp must be configured for the current project.godot_mcp MCP configuration. 127.0.0.1:6550 is a common default, but local setups may override it.godot_runtime_* tools when they are present. If they are absent, fall back to a project-provided runtime harness or manual verification.godot_help first.godot_runtime_* tools exist. If they do not, only use it when the project already exposes a real runtime harness.godot_connection_status, godot_editor_get_project_info, and godot_editor_get_scene_tree.godot_read_scene, godot_list_scene_nodes, godot_read_script, godot_read_shader, or godot_read_resource.godot_editor_get_scene_tree and optionally godot_editor_select_node.godot_list_scene_nodes before godot_read_scene..tscn with godot_read_scene during a live task unless the live tree cannot answer the question. Large scene dumps slow the feedback loop..tscn during a file task unless you need serialized details like connections, external resources, or exact property payloads that godot_list_scene_nodes cannot provide.godot_editor_refresh_filesystem.godot_editor_save_scene.godot_validate_scene on touched scenes.godot_validate_script on touched scripts.godot_help or docs tools if a class/property choice is still uncertain.godot_editor_run_scene.godot_editor_get_errors, godot_editor_get_output, and, when needed, godot_editor_get_log_file.godot_runtime_* tools for gameplay input, runtime waits, and screenshot capture when they are available.godot_runtime_status before a scene is running unless you are checking whether a previous run is still active. Start the scene first.godot_editor_modify_node or structured properties on godot_editor_add_node before reaching for godot_editor_execute_gdscript.godot_editor_execute_gdscript only for editor-side diagnostics or setup. It is not a general substitute for runtime gameplay input or frame capture.Use this path when the user wants faster feedback, a runtime target, or proof of interaction rather than final polish.
Label, Button, or LineEdit probe under a known live parent instead of spending turns rediscovering common Control properties.position, fixed size, and loud text or placeholder values so runtime click and screenshot evidence are unambiguous.godot_help for common probe controls unless the preset fails, the project has unusual container behavior, or the user needs final-quality UI behavior rather than a temporary target.Keep the same bridge connection alive across iterations when possible.
Typical attach sequence:
godot_connect {}
godot_connection_status {}
godot_editor_get_project_info {}
godot_editor_get_scene_tree {}
If you need to override the configured bridge target for troubleshooting or multiple editors:
godot_connect { "host": "127.0.0.1", "port": 6550 }
If you need a specific scene:
godot_editor_open_scene { "scenePath": "res://scenes/main.tscn" }
godot_editor_get_scene_tree {}
Rules:
godot_editor_get_scene_tree instead of guessing the new path.Use file-based tools when the bridge is unavailable or when broad edits are easier outside the editor.
Common loop:
godot_* file tool.godot_editor_refresh_filesystem.Typical pairings:
godot_read_scene, godot_add_node, godot_modify_node, godot_validate_scenegodot_read_script, godot_write_script, godot_validate_scriptgodot_read_shader, godot_write_shadergodot_read_resource, godot_write_resourcegodot_ui_* tools followed by validation and a live run passUse file reads only when you need file-only structure such as external resources, connections, or exact serialized properties. For most live scene checks, godot_editor_get_scene_tree is the faster baseline.
.tscn, .gd, .gdshader, .tres, or project.godot changes while the editor is open: run godot_editor_refresh_filesystem.godot_editor_save_scene.Use this whenever the current MCP surface exposes godot_runtime_* tools. If those tools are absent, only use it when a real project-side runtime harness already exists.
godot_runtime_* tools first.godot_editor_execute_gdscript runs in the editor/plugin context.godot_runtime_* tools target the running game process through the AI Bridge runtime harness.godot_runtime_* toolsLabel, Button, or LineEdit payloads instead of discovering properties from scratch.godot_validate_scenegodot_validate_scriptgodot_editor_get_errorsgodot_editor_get_outputgodot_editor_get_log_filegodot_editor_execute_gdscriptgodot_runtime_status, godot_runtime_wait, godot_runtime_press_action, godot_runtime_release_action, godot_runtime_tap_action, godot_runtime_mouse_move, godot_runtime_click, godot_runtime_type_text, godot_runtime_capture_screenshotWhen using godot_editor_execute_gdscript:
This is still the largest difference from playwright-interactive, even after adding runtime tools.
godot-mcp now exposes first-class runtime input and screenshot tools through godot_runtime_*, but the workflow is still less browser-like than Playwright.godot_runtime_capture_screenshot or an equivalent project artifact when possible; otherwise inspect the running Godot window manually.godot_connect times out: Godot is not running, the AI Bridge plugin is disabled, or the port/host is wrong.Not connected to Godot editor: reconnect before using godot_editor_* tools.No scene open: open a scene explicitly with godot_editor_open_scene.Node not found: reacquire the scene tree and verify the path before issuing another command.godot_editor_refresh_filesystem.godot_editor_execute_gdscript compile failures: inspect godot_editor_get_errors and godot_editor_get_log_file.godot_help as the source of truth.Read references/live-editor-tool-map.md when you need the current tool names, common payload shapes, or drift notes from the older Godot skill repo.
Read references/fast-probe-presets.md when you need a fast temporary Label, Button, or LineEdit target for runtime or screenshot verification.
Read references/runtime-automation-extension-points.md when you need the current limits, the recommended runtime harness shape, or the future runtime tool set this skill should prefer when it exists.