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thedivergentai/gd-agentic-skills134 installs

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-builder
view source ↗

Is 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_node without planning hierarchy = spaghetti scenes. ALWAYS draft node tree first.
  • NEVER assume scene exists before adding nodes — mcp_godot_add_node on non-existent scene = error. Must call mcp_godot_create_scene FIRST.
  • NEVER use absolute paths in MCP calls — texturePath="C:/Users/..." breaks on other machines. Use res:// paths only.
  • NEVER skip verification step — MCP creates .tscn files but doesn't validate. ALWAYS call mcp_godot_run_project or mcp_godot_launch_editor to verify no errors.
  • NEVER add CollisionShape2D without setting shape — MCP adds node but shape property 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 .tscn file.
  • mcp_godot_add_node: Adds a node to an existing scene.
  • mcp_godot_load_sprite: Assigns a texture to a Sprite2D node.
  • 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":

  1. Design Phase:

    • Determine the Root node type (e.g., CharacterBody2D, Node3D, Control).
    • Draft a node hierarchy (e.g., Root -> Sprite2D, CollisionShape2D).
  2. Execution Phase (MCP Pipeline):

    • Step 1: Call mcp_godot_create_scene to create the file.
    • Step 2: Sequentially call mcp_godot_add_node for each child.
    • Step 3 (Optional): If sprites are needed, call mcp_godot_load_sprite.
    • Step 4: (Critical for verifying) Call mcp_godot_run_project or mcp_godot_launch_editor.
  3. Optimization Phase:

    • Apply godot-gdscript-mastery standards when attaching scripts.

Example: Creating a Basic 2D Player

Prompt: "Create a 2D player scene with a sprite and collision."

Plan:

  1. mcp_godot_create_scene(scenePath="player.tscn", rootNodeType="CharacterBody2D")
  2. mcp_godot_add_node(scenePath="player.tscn", nodeType="Sprite2D", nodeName="Skin", parentNodePath=".")
  3. mcp_godot_add_node(scenePath="player.tscn", nodeType="CollisionShape2D", nodeName="Hitbox", parentNodePath=".")
  4. 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

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>