godot-batch-operations_skill

This skill enables bulk operations on Godot nodes, streamlining property updates, renaming, deletion, and creation for faster scene editing.
  • TypeScript

16

GitHub Stars

1

Bundled Files

2 months ago

Catalog Refreshed

4 months ago

First Indexed

Readme & install

Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.

Installation

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npx veilstrat add skill hhhh124hhhh/godot-mcp --skill godot-batch-operations

  • SKILL.md5.4 KB

Overview

This skill provides batch operations for Godot nodes to speed up scene editing and refactoring. It supports bulk updating of properties, renaming, deleting, and creating nodes with templates and naming patterns. The tool integrates with Godot MCP helpers to run safe, repeatable changes across many nodes. It is designed for editor-time workflows and large-scale scene adjustments.

How this skill works

The skill selects target nodes using path patterns, type filters, or parent-child scopes, then iterates over matches to apply the chosen operation. Supported operations include update_node_property, batch_rename_nodes, batch_delete_nodes, and create_node for templated generation. Each run collects per-node results and error details so you can verify success or rollback. Heavy operations are split into batches to reduce editor freezing and improve reliability.

When to use it

  • When you need to apply the same property change to many nodes (position, visibility, scale, etc.).
  • When renaming large sets of nodes into a consistent naming convention (prefix/suffix/numbering).
  • When removing groups of nodes by type, name pattern, or conditional expressions.
  • When generating multiple instances from a template with automatic naming.
  • When reorganizing scene structure or performing mass refactors in the editor.

Best practices

  • Test operations on a small selection first before running globally.
  • Use precise selectors (full paths or type filters) instead of broad wildcards when possible.
  • Back up scenes or use version control prior to large batch changes.
  • Process very large sets in chunks (e.g., 50–100 nodes per batch) to avoid editor stalls.
  • Review the operation report and handle failed nodes rather than assuming all succeeded.

Example use cases

  • Move every Enemy* node to a new patrol origin by bulk-updating the position property.
  • Rename Item_* objects to Collectible_### using a prefix and incrementing index.
  • Delete all hidden nodes under a parent folder with a visibility-based condition.
  • Create dozens of path-following waypoints from a waypoint template with auto-naming.
  • Change render or process-related properties across many UI nodes before a release.

FAQ

No. Failures are reported per node and do not abort other changes; review the report to fix or retry failed items.

Can I run these operations while the game is running?

No. Batch operations are intended for editor mode; running in-play can cause unstable state and is not recommended.

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