arg-software-factory/godot
Drive the Godot engine over the published @coding-solo/godot-mcp server: launch its own headless Godot to open the editor, run projects in debug mode, inspect scene and project structure, edit scenes and nodes, and stream back runtime errors and debug output. It does not attach to an already-open editor — point it at your Godot 4 executable and iterate.
Build and optimize Godot 4.6+ 2D worlds and interfaces. Use for CanvasItem and Camera2D composition, TileMapLayer worlds, Control-container layout, themes, accessibility, sprites, particles, and 2D rendering budgets.
Build Godot 4.6+ 3D worlds. Use for Node3D transforms, cameras, lights, environments, glTF import, static and skinned assets, terrain-scale instancing, visibility ranges, LOD, and 3D physics integration.
Build Godot 4.6+ animation and audio systems. Use for AnimationPlayer libraries and tracks, AnimationTree state machines and blend spaces, Skeleton3D import and retargeting, root motion, AudioStreamPlayer nodes, buses, and effects.
Build robust Godot 4.6+ gameplay in GDScript. Use for typed scripts, node lifecycle, input, signals, state, CharacterBody movement, data-driven behavior, debugging, and tests; use alongside godot-mcp only when its bridge can verify the project.
Operate a Godot project through the published @coding-solo/godot-mcp server. Use before calling its scene, project, run, debug, UID, or mesh-library tools; it explains the disk-based headless process, the exact capability boundary, safe writes, and verification loop.
Route Godot 4.6+ work to the correct expert skill. Use first for ambiguous Godot requests, project planning, or when choosing between 2D, 3D, rendering, gameplay, animation, navigation, procedural generation, performance, export, and the published godot-mcp bridge.
Profile, validate, and export Godot 4.6+ projects. Use for debugger monitors, CPU/GPU bottleneck analysis, rendering metrics, headless smoke tests, import validation, export presets/templates, and desktop/mobile/web release checks.
Build reliable Godot 4.6+ physics and navigation. Use for CharacterBody, RigidBody, StaticBody, Area, collision layers/masks, shape queries, move_and_slide, NavigationRegion, NavigationAgent, links, obstacles, and collision debugging.
Generate deterministic Godot 4.6+ content. Use for seeded maps, rooms, TileMapLayer and GridMap generation, MultiMesh population, chunk streaming, procedural resources, save/load, and verification of generated worlds.
Author Godot 4.6+ textures, materials, and shaders, and choose a renderer deliberately. Use for Forward+, Mobile, Compatibility, StandardMaterial3D, CanvasItem materials, shader uniforms, color space, lighting, and rendering performance.
Design or restructure Godot 4.6+ scenes, nodes, resources, signals, Autoloads, imports, UIDs, and project layout. Use when defining scene boundaries, composing reusable gameplay objects, or repairing fragile node dependencies.