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godot-development

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Godot Engine integration skill for GDScript/C# development, scene composition, node management, and editor automation. Enables LLMs to interact with Godot Editor through MCP servers for asset manipulation, script generation, and automated workflows.

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Godot Development Skill

Comprehensive Godot Engine development integration for AI-assisted game creation, editor automation, and project management.

Overview

This skill provides capabilities for interacting with Godot projects, including GDScript and C# development, scene manipulation, node management, and export automation. It leverages the Godot MCP ecosystem for direct editor integration when available.

Capabilities

Project Management

  • Create and configure Godot projects
  • Manage project settings (project.godot)
  • Configure export presets
  • Set up autoloads and singletons

GDScript Development

  • Generate scripts extending Node, Node2D, Node3D, etc.
  • Create custom Resources for data-driven design
  • Implement signals and signal connections
  • Write tool scripts for editor functionality
  • Generate unit tests using GUT or gdUnit4

C# Development (Godot Mono)

  • Generate C# scripts with proper Godot bindings
  • Create custom Resources in C#
  • Implement partial classes for node scripts
  • Interface with .NET libraries

Scene Composition

  • Create and modify scenes programmatically
  • Instantiate and configure nodes
  • Set up node hierarchies and ownership
  • Configure scene inheritance

Resource System

  • Create custom Resource types
  • Generate data resources
  • Manage resource paths and loading
  • Configure resource imports

Export System

  • Configure export presets for multiple platforms
  • Create export scripts for automation
  • Set up CI/CD export pipelines
  • Manage platform-specific configurations

Prerequisites

Godot Installation

  • Godot 4.0 or higher recommended
  • Godot Editor installed with required export templates

MCP Server (Recommended)

For direct Godot Editor integration:

{
  "mcpServers": {
    "godot": {
      "command": "npx",
      "args": ["-y", "godot-mcp"],
      "env": {
        "GODOT_PROJECT_PATH": "/path/to/godot/project"
      }
    }
  }
}

Alternative MCP servers:

  • Godot-MCP (ee0pdt) - Comprehensive editor integration
  • godot-mcp (Coding-Solo) - Project launch and debugging
  • GDAI MCP Server - Script fixing with screenshots

Usage Patterns

Creating a Character Controller (GDScript)

extends CharacterBody2D
class_name PlayerController

## Movement speed in pixels per second
@export var move_speed: float = 200.0
## Jump velocity
@export var jump_velocity: float = -400.0

## Gravity from project settings
var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")

## Emitted when the player takes damage
signal damage_taken(amount: int)
## Emitted when the player dies
signal died

var _is_alive: bool = true

func _physics_process(delta: float) -> void:
    if not _is_alive:
        return

    _apply_gravity(delta)
    _handle_jump()
    _handle_movement()
    move_and_slide()

func _apply_gravity(delta: float) -> void:
    if not is_on_floor():
        velocity.y += gravity * delta

func _handle_jump() -> void:
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity

func _handle_movement() -> void:
    var direction := Input.get_axis("move_left", "move_right")
    if direction:
        velocity.x = direction * move_speed
    else:
        velocity.x = move_toward(velocity.x, 0, move_speed)

func take_damage(amount: int) -> void:
    damage_taken.emit(amount)

func die() -> void:
    _is_alive = false
    died.emit()

Creating a Custom Resource (GDScript)

@tool
extends Resource
class_name EnemyData

## Display name of the enemy
@export var enemy_name: String = "Enemy"
## Enemy icon for UI
@export var icon: Texture2D
## Maximum health points
@export var max_health: int = 100
## Movement speed
@export var move_speed: float = 100.0

@export_group("Combat")
## Damage dealt per attack
@export var attack_damage: int = 10
## Range of attack in pixels
@export var attack_range: float = 50.0
## Cooldown between attacks
@export var attack_cooldown: float = 1.0

@export_group("Rewards")
## Experience points awarded on death
@export var exp_reward: int = 50
## Items that can drop
@export var loot_table: Array[PackedScene]

## Get damage per second potential
func get_dps() -> float:
    return attack_damage / attack_cooldown

State Machine Pattern (GDScript)

extends Node
class_name StateMachine

## Emitted when state changes
signal state_changed(old_state: State, new_state: State)

@export var initial_state: State

var current_state: State
var states: Dictionary = {}

func _ready() -> void:
    for child in get_children():
        if child is State:
            states[child.name.to_lower()] = child
            child.state_machine = self

    if initial_state:
        current_state = initial_state
        current_state.enter()

func _process(delta: float) -> void:
    if current_state:
        current_state.update(delta)

func _physics_process(delta: float) -> void:
    if current_state:
        current_state.physics_update(delta)

func _unhandled_input(event: InputEvent) -> void:
    if current_state:
        current_state.handle_input(event)

func transition_to(state_name: String) -> void:
    var new_state: State = states.get(state_name.to_lower())
    if new_state == null:
        push_warning("State '%s' not found" % state_name)
        return

    if current_state:
        current_state.exit()

    var old_state := current_state
    current_state = new_state
    current_state.enter()
    state_changed.emit(old_state, new_state)

Creating a C# Script (Godot Mono)

using Godot;
using System;

public partial class PlayerController : CharacterBody2D
{
    [Export]
    public float MoveSpeed { get; set; } = 200.0f;

    [Export]
    public float JumpVelocity { get; set; } = -400.0f;

    [Signal]
    public delegate void DamageTakenEventHandler(int amount);

    [Signal]
    public delegate void DiedEventHandler();

    private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
    private bool _isAlive = true;

    public override void _PhysicsProcess(double delta)
    {
        if (!_isAlive) return;

        Vector2 velocity = Velocity;

        // Apply gravity
        if (!IsOnFloor())
        {
            velocity.Y += _gravity * (float)delta;
        }

        // Handle jump
        if (Input.IsActionJustPressed("jump") && IsOnFloor())
        {
            velocity.Y = JumpVelocity;
        }

        // Handle movement
        float direction = Input.GetAxis("move_left", "move_right");
        velocity.X = direction != 0 ? direction * MoveSpeed : Mathf.MoveToward(velocity.X, 0, MoveSpeed);

        Velocity = velocity;
        MoveAndSlide();
    }

    public void TakeDamage(int amount)
    {
        EmitSignal(SignalName.DamageTaken, amount);
    }

    public void Die()
    {
        _isAlive = false;
        EmitSignal(SignalName.Died);
    }
}

Integration with Babysitter SDK

Task Definition Example

const godotScriptTask = defineTask({
  name: 'godot-script-generation',
  description: 'Generate Godot script',

  inputs: {
    language: { type: 'string', required: true }, // gdscript, csharp
    baseClass: { type: 'string', required: true },
    className: { type: 'string', required: true },
    features: { type: 'array', required: true },
    outputPath: { type: 'string', required: true }
  },

  outputs: {
    scriptPath: { type: 'string' },
    success: { type: 'boolean' }
  },

  async run(inputs, taskCtx) {
    return {
      kind: 'skill',
      title: `Generate Godot script: ${inputs.className}`,
      skill: {
        name: 'godot-development',
        context: {
          operation: 'generate_script',
          language: inputs.language,
          baseClass: inputs.baseClass,
          className: inputs.className,
          features: inputs.features,
          outputPath: inputs.outputPath
        }
      },
      io: {
        inputJsonPath: `tasks/${taskCtx.effectId}/input.json`,
        outputJsonPath: `tasks/${taskCtx.effectId}/result.json`
      }
    };
  }
});

MCP Server Integration

Available MCP Tools (via godot-mcp)

ToolDescription
godot_create_nodeCreate node in scene
godot_modify_nodeModify node properties
godot_create_scriptGenerate and attach script
godot_run_projectLaunch project in editor
godot_run_sceneRun specific scene
godot_exportExport for target platform
godot_get_scene_treeQuery scene structure
godot_read_errorsGet editor error output
godot_screenshotCapture viewport screenshot

Configuration

{
  "mcpServers": {
    "godot": {
      "command": "python",
      "args": ["-m", "godot_mcp"],
      "env": {
        "GODOT_PROJECT_PATH": "/path/to/godot/project",
        "GODOT_EXECUTABLE": "/path/to/godot"
      }
    }
  }
}

Best Practices

  1. Use Static Typing: Always use type hints for better performance and autocompletion
  2. Signals Over Direct Calls: Use signals for loose coupling between nodes
  3. Resource Preloading: Use preload() for frequently used resources
  4. Scene Inheritance: Use inherited scenes for variants
  5. Autoloads: Use sparingly, prefer dependency injection
  6. @tool Scripts: Mark scripts that need to run in editor

Platform Considerations

PlatformKey Considerations
PC/Mac/LinuxFull feature support
MobileTouch input, reduced shaders, export templates
WebNo threading, WASM limitations
ConsoleRequires third-party publishing partners

References