Skip to content
Back to skills

Godot Mcp Scene Builder

ASecurity

[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.

  • 57 stars
  • 0 votes
  • 0 copies
  • 3 views
  • Added May 31, 2026
toolsgonode

Works with

  • mcp

Security analysis

A100/100

Scanned May 31, 2026

npx -y skills add diegosouzapw/awesome-omni-skill --skill godot-mcp-scene-builder --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Godot Mcp Scene Builder?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Godot Mcp Scene Builder
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/diegosouzapw-godot-mcp-scene-builder/badge)](https://www.skillsdirectory.com/skills/diegosouzapw-godot-mcp-scene-builder)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: godot-mcp-scene-builder
description: "[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."
---

# 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)

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.