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Installation
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npx veilstrat add skill zate/cc-godot --skill godot-dev- SKILL.md4.9 KB
Overview
This skill provides expert Godot Engine development support for creating and maintaining 2D and 3D games. It covers scene and node design, GDScript patterns, project structure, common workflows, and troubleshooting. Use it to accelerate scene creation, node management, scripting, and project-level tasks with actionable guidance and automation via Godot MCP tools.
How this skill works
I inspect your project layout and scene files, add or modify nodes, generate scenes, and write or refactor GDScript according to best practices. When appropriate I run editor-level commands through the Godot MCP tools to open the editor, run the game, fetch debug output, create or save scenes, load sprites, and update UID references. I combine hands-on edits with clear explanations so you can reproduce or extend changes.
When to use it
- Creating or restructuring scenes and node hierarchies (2D or 3D).
- Adding nodes like Camera2D/Camera3D, CharacterBody, CollisionShape, Sprite, or UI Controls.
- Writing, debugging, or refactoring GDScript for lifecycle, physics, and input handling.
- Setting up project folders, autoload singletons, or resource organization.
- Investigating Godot-specific errors, runtime logs, or build/run failures.
Best practices
- Keep a clear folder layout: scenes/, scripts/, assets/, resources/ to simplify collaboration.
- Use small reusable scenes (instancing) and group related nodes for modularity.
- Prefer _physics_process for movement and collisions; use _process for visual updates.
- Reference nodes with @onready vars or get_node() paths; avoid brittle absolute paths when possible.
- Use Camera smoothing and TileMap for performant 2D worlds; rely on CollisionShape as a child of physics bodies.
Example use cases
- Create a CharacterBody2D scene with Sprite2D, CollisionShape2D, and a movement script.
- Add a Camera2D with smoothing and configure it to follow the player.
- Refactor an existing scene to split UI into its own scene under scenes/ui/ and autoload state manager.
- Diagnose a runtime error by running the project and returning the debug console output.
- Load and assign a texture to a Sprite2D from assets/sprites/ using MCP tooling.
FAQ
Yes. I can run the project via the MCP tool, capture console output, and point to the script or scene lines causing errors.
Do you modify files directly or only provide instructions?
I can modify scene and script files directly using the MCP tools, create or save scenes, and update UID references when needed.