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.md
source 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
    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