godot-plugin
Control Godot Editor via OpenClaw Godot Plugin. Use for Godot game development tasks including scene management, node manipulation, input simulation, debugging, and editor control. Triggers on Godot-related requests like inspecting scenes, creating nodes, taking screenshots, testing gameplay, or controlling the editor.
Install
mkdir -p .claude/skills/godot-plugin && curl -L -o skill.zip "https://mcp.directory/api/skills/download/4127" && unzip -o skill.zip -d .claude/skills/godot-plugin && rm skill.zipInstalls to .claude/skills/godot-plugin
About this skill
Godot Plugin Skill
Control Godot 4.x Editor through 30 built-in tools. Supports 80+ node types.
First-Time Setup
If godot_execute tool is not available, install the gateway extension:
# From skill directory
./scripts/install-extension.sh
# Restart gateway
openclaw gateway restart
The extension files are in extension/ directory.
Quick Reference
Core Tools
| Category | Key Tools |
|---|---|
| Scene | scene.create, scene.getCurrent, scene.open, scene.save |
| Node | node.find, node.create, node.delete, node.getData |
| Transform | transform.setPosition, transform.setRotation, transform.setScale |
| Debug | debug.tree, debug.screenshot, console.getLogs |
| Input | input.keyPress, input.mouseClick, input.actionPress |
| Editor | editor.play, editor.stop, editor.getState |
Common Workflows
1. Scene Creation
Use godot_execute tool:
godot_execute(tool="scene.create", parameters={rootType: "Node2D", name: "Level1"})godot_execute(tool="node.create", parameters={type: "CharacterBody2D", name: "Player"})godot_execute(tool="scene.save")
2. Find & Modify Nodes
godot_execute(tool="node.find", parameters={name: "Player"})godot_execute(tool="node.getData", parameters={path: "Player"})godot_execute(tool="transform.setPosition", parameters={path: "Player", x: 100, y: 200})
3. Game Testing with Input
godot_execute(tool="editor.play")godot_execute(tool="input.keyPress", parameters={key: "W"})godot_execute(tool="input.actionPress", parameters={action: "jump"})godot_execute(tool="debug.screenshot")godot_execute(tool="editor.stop")
4. Check Logs
godot_execute(tool="console.getLogs", parameters={limit: 50})godot_execute(tool="console.getLogs", parameters={type: "error", limit: 20})
Tool Categories
Console (2 tools)
console.getLogs- Get logs from Godot log file {limit: 100, type: "error"|"warning"|""}console.clear- Placeholder (logs can't be cleared programmatically)
Scene (5 tools)
scene.getCurrent- Get current scene infoscene.list- List all .tscn/.scn filesscene.open- Open scene by pathscene.save- Save current scenescene.create- Create new scene {rootType: "Node2D"|"Node3D"|"Control", name: "SceneName"}
Node (6 tools)
node.find- Find by name, type, or groupnode.create- Create node (80+ types: CSGBox3D, MeshInstance3D, ColorRect, etc.)node.delete- Delete node by pathnode.getData- Get node info, children, transformnode.getProperty- Get property valuenode.setProperty- Set property value (Vector2/3 auto-converted)
Transform (3 tools)
transform.setPosition- Set position {x, y} or {x, y, z}transform.setRotation- Set rotation (degrees)transform.setScale- Set scale
Editor (4 tools)
editor.play- Play current or custom sceneeditor.stop- Stop playingeditor.pause- Toggle pauseeditor.getState- Get playing state, version, project name
Debug (3 tools)
debug.screenshot- Capture viewportdebug.tree- Get scene tree as textdebug.log- Print message
Input (7 tools) - For Game Testing
input.keyPress- Press and release key {key: "W"}input.keyDown- Hold key downinput.keyUp- Release keyinput.mouseClick- Click at position {x, y, button: "left"|"right"|"middle"}input.mouseMove- Move mouse to position {x, y}input.actionPress- Press input action {action: "jump"}input.actionRelease- Release input action
Script (2 tools)
script.list- List .gd filesscript.read- Read script content
Resource (1 tool)
resource.list- List files by extension
Supported Keys for Input
A-Z, 0-9, SPACE, ENTER, ESCAPE, TAB, BACKSPACE, DELETE
UP, DOWN, LEFT, RIGHT
SHIFT, CTRL, ALT
F1-F12
Node Types for Creation
| Type | Description |
|---|---|
Node2D | 2D spatial |
Node3D | 3D spatial |
Sprite2D | 2D sprite |
CharacterBody2D | 2D character |
CharacterBody3D | 3D character |
RigidBody2D/3D | Physics body |
Area2D/3D | Trigger area |
Camera2D/3D | Camera |
Label, Button | UI elements |
Tips
Input Simulation
- Only works during Play mode
- Use
input.actionPressfor mapped actions (from Input Map) - Use
input.keyPressfor direct key simulation
Finding Nodes
node.find {name: "Player"} # By name substring
node.find {type: "Sprite2D"} # By exact type
node.find {group: "enemies"} # By group
Vector Properties
node.setProperty auto-converts dictionaries to Vector2/Vector3:
{path: "Cam", property: "zoom", value: {x: 2, y: 2}} # → Vector2(2, 2)
Console Logs
console.getLogs {limit: 50} # Last 50 lines
console.getLogs {type: "error"} # Errors only
console.getLogs {type: "warning"} # Warnings only
🔐 Security: Model Invocation Setting
When publishing to ClawHub, you can configure disableModelInvocation:
| Setting | AI Auto-Invoke | User Explicit Request |
|---|---|---|
false (default) | ✅ Allowed | ✅ Allowed |
true | ❌ Blocked | ✅ Allowed |
Recommendation: true
Reason: During Godot development, it's useful for AI to autonomously perform supporting tasks like checking scene tree, taking screenshots, and inspecting nodes.
When to use true: For sensitive tools (payments, deletions, message sending, etc.)
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