godot-mcp-scene-builder
[MCP WRAPPER] Programmatically create/modify Godot scenes using Godot MCP tools. Orchestrates mcp_godot_create_scene, mcp_godot_add_node, mcp_godot_load_sprite into agentic workflows. Use when user requests scene generation/automation via MCP. Keywords MCP, scene automation, programmatic scene building, node hierarchy.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-mcp-scene-builderIs this agent skill safe to install?
- Gen Agent Trust Hubfail
This skill facilitates the programmatic creation and execution of Godot engine projects based on user input. It is highly susceptible to Indirect Prompt Injection because it lacks sanitization and boundary markers when translating natural language requests into file-system modifications and executable scripts, which are then run on the host machine via provided tools.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
4/4 files flagged
What does this agent skill do?
MCP Scene Builder
High-level agentic interface for low-level Godot MCP tools to build scenes from scratch.
NEVER Do in MCP Scene Building
- NEVER skip design phase — Jumping straight to
mcp_godot_add_nodewithout planning hierarchy = spaghetti scenes. ALWAYS draft node tree first. - NEVER assume scene exists before adding nodes —
mcp_godot_add_nodeon non-existent scene = error. Must callmcp_godot_create_sceneFIRST. - NEVER use absolute paths in MCP calls —
texturePath="C:/Users/..."breaks on other machines. Useres://paths only. - NEVER skip verification step — MCP creates .tscn files but doesn't validate. ALWAYS call
mcp_godot_run_projectormcp_godot_launch_editorto verify no errors. - NEVER add CollisionShape2D without setting shape — MCP adds node but
shapeproperty is null by default. Must manually set or scene is broken.
Available Scripts
scene_builder_manifest.gd
Resource definition for declarative scene building via MCP.
Available MCP Tools Summary
mcp_godot_create_scene: Initializes a.tscnfile.mcp_godot_add_node: Adds a node to an existing scene.mcp_godot_load_sprite: Assigns a texture to aSprite2Dnode.mcp_godot_run_project: Spawns the Godot editor to verify the result.
Workflow: Building a Scene
When asked to "Create a scene", "Make a character", or "Setup a level":
-
Design Phase:
- Determine the Root node type (e.g.,
CharacterBody2D,Node3D,Control). - Draft a node hierarchy (e.g., Root -> Sprite2D, CollisionShape2D).
- Determine the Root node type (e.g.,
-
Execution Phase (MCP Pipeline):
- Step 1: Call
mcp_godot_create_sceneto create the file. - Step 2: Sequentially call
mcp_godot_add_nodefor each child. - Step 3 (Optional): If sprites are needed, call
mcp_godot_load_sprite. - Step 4: (Critical for verifying) Call
mcp_godot_run_projectormcp_godot_launch_editor.
- Step 1: Call
-
Optimization Phase:
- Apply
godot-gdscript-masterystandards when attaching scripts.
- Apply
Example: Creating a Basic 2D Player
Prompt: "Create a 2D player scene with a sprite and collision."
Plan:
mcp_godot_create_scene(scenePath="player.tscn", rootNodeType="CharacterBody2D")mcp_godot_add_node(scenePath="player.tscn", nodeType="Sprite2D", nodeName="Skin", parentNodePath=".")mcp_godot_add_node(scenePath="player.tscn", nodeType="CollisionShape2D", nodeName="Hitbox", parentNodePath=".")mcp_godot_load_sprite(scenePath="player.tscn", nodePath="Skin", texturePath="res://icon.svg")
Verification
The agent must verify that the scene opens in the editor without errors.
Reference
- Master Skill: godot-master
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/thedivergentai/gd-agentic-skills/godot-mcp-scene-builder">View godot-mcp-scene-builder on skillZs</a>