Claude Code skills for Godot 4 game development via the godot-mcp-pro server.
Provides 5 high-level workflow skills that chain godot-mcp-pro's 155+ low-level tools into composite automation workflows with visual verification. Each skill is a hybrid (structured steps + adaptive branching) that routes to different MCP tool chains based on context.
| Skill | Triggers | What It Does |
|---|---|---|
| godot-scene-builder | build scene, add nodes, create level |
Compose scenes via MCP with screenshot verification |
| godot-debugger | debug, not working, crash, glitch |
Diagnose bugs via 5 symptom branches (crash/visual/logic/perf/silent) |
| godot-shader-lab | shader, visual effect, material |
Iterative shader dev with edit-screenshot-analyze loops + 12 recipes |
| godot-collision-audit | collision audit, bullets pass through |
Audit physics layers, build interaction matrices, auto-fix |
| godot-scene-doctor | scene health, audit scene, check scene |
6-check diagnostic suite with scoring and auto-fix |
- Godot 4.x editor open with your project
- godot-mcp-pro server connected to Claude Code
- Claude Code CLI, desktop app, or IDE extension
claude plugins install /path/to/godot-mcp-skillsOr add to your Claude Code settings to install from a git repo.
These skills are generic Godot workflows. For project-specific behavior (custom collision layers, entity systems, build scripts), add project-local skills in your .claude/skills/ directory. Project-local skills override and extend plugin skills.
Example: if your project uses layers 1=Player, 2=Enemy, 3=Projectile, add that to your project's CLAUDE.md and the collision-audit skill will use those conventions automatically.
Build scenes interactively: create/open scene, add nodes via MCP, configure properties, verify with screenshots, save. Includes recipes for 3D rooms, character scenes, UI panels, and particle effects.
Classifies symptoms into 5 branches and routes to the right diagnostic tools. Includes expanded decision trees for edge cases (race conditions, autoload errors, intermittent visual glitches) and a Godot 4.6 common bugs reference.
Visual feedback loop for shader development. Comes with 12 ready-to-use shader recipes: hit flash, dissolve, outline, hologram, force field, water, damage vignette, pixelate, scanlines, chromatic aberration, rim glow, and toon shading.
Three modes: full audit (scan all physics bodies, build interaction matrix), focused diagnosis ("bullets pass through enemies"), and new entity setup (assign layers for new types). Includes bitmask math reference and common game configurations.
Runs 6 diagnostic checks: complexity analysis, signal integrity, dependency health, unused resources, performance hints, and anti-pattern detection. Generates a scored health report with prioritized findings.
MIT