Awesome-omni-skill 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.
install
source · Clone the upstream repo
git clone https://github.com/diegosouzapw/awesome-omni-skill
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/diegosouzapw/awesome-omni-skill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/tools/godot-mcp-scene-builder" ~/.claude/skills/diegosouzapw-awesome-omni-skill-godot-mcp-scene-builder && rm -rf "$T"
manifest:
skills/tools/godot-mcp-scene-builder/SKILL.mdsource content
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
without planning hierarchy = spaghetti scenes. ALWAYS draft node tree first.mcp_godot_add_node - NEVER assume scene exists before adding nodes —
on non-existent scene = error. Must callmcp_godot_add_node
FIRST.mcp_godot_create_scene - NEVER use absolute paths in MCP calls —
breaks on other machines. UsetexturePath="C:/Users/..."
paths only.res:// - NEVER skip verification step — MCP creates .tscn files but doesn't validate. ALWAYS call
ormcp_godot_run_project
to verify no errors.mcp_godot_launch_editor - NEVER add CollisionShape2D without setting shape — MCP adds node but
property is null by default. Must manually set or scene is broken.shape
Available Scripts
scene_builder_manifest.gd
Resource definition for declarative scene building via MCP.
Available MCP Tools Summary
: Initializes amcp_godot_create_scene
file..tscn
: Adds a node to an existing scene.mcp_godot_add_node
: Assigns a texture to amcp_godot_load_sprite
node.Sprite2D
: Spawns the Godot editor to verify the result.mcp_godot_run_project
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
to create the file.mcp_godot_create_scene - Step 2: Sequentially call
for each child.mcp_godot_add_node - Step 3 (Optional): If sprites are needed, call
.mcp_godot_load_sprite - Step 4: (Critical for verifying) Call
ormcp_godot_run_project
.mcp_godot_launch_editor
- Step 1: Call
-
Optimization Phase:
- Apply
standards when attaching scripts.godot-gdscript-mastery
- 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