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.
How this skill is triggered — by the user, by Claude, or both
Slash command
/godot-claude-skills:godot-interactiveThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
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.
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.
npx claudepluginhub alexmeckes/godot-claude-skills --plugin godot-claude-skillsLive 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.
Routes MCP tool discovery and dispatches to domain-specific skills for Godot 4 projects: project setup, live editor, runtime test, scene authoring, and release verification.