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.
Best use case
godot-mcp-scene-builder is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
[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.
Teams using godot-mcp-scene-builder should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/godot-mcp-scene-builder/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How godot-mcp-scene-builder Compares
| Feature / Agent | godot-mcp-scene-builder | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
[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.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# 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](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 - Master Skill: [godot-master](../godot-master/SKILL.md)
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