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Skills ​

Beyond tools, prompts, and resources, godot-mcp ships three installable AI skills under skills/. A skill is client-side knowledge — not an action — that the agent auto-triggers when it recognises a matching task, then routes to the right prompts and tools.

Skills vs prompts — different jobs ​

Prompts (/mcp__godot-mcp__build_scene)Skills (godot-getting-started)
Who invokesThe user picks a slash commandThe agent auto-loads on a matching task
ShapeA step-numbered recipe naming tools in orderProse knowledge + rules + a map
LivesIn the server (rendered via render_prompt)On disk, installed into the client's skill dir
Use for"Do this specific procedure""Know how to work here at all"

They compose: a skill teaches the model how the surface works, and points it at the prompts for specific procedures.

The three skills ​

godot-getting-started — the MCP workflow ​

Read once at the start of any Godot session. Teaches:

  • the bridge/version check (godot_health_check, godot_get_server_info)
  • the toolset-gating model — enable a toolset before its tools exist
  • the safety convention (read_only / mutating + dry_run / destructive + confirm / runtime)
  • reading the honesty fields (persisted, undoable, aborted_at, rescan_pending)
  • the godot:// resource surface and the read_resource fallback
  • round-trip economy (run_commands, batch setters)

Triggers on "use godot-mcp", "drive Godot", "unknown tool from godot".

godot-playtest-and-debug — the runtime loop ​

The two run modes (headless smoke vs live play session), registering the runtime probe, playing and inspecting the live tree, simulating input, assertions/stress/screenshots, and the debugger (breakpoints, stepping, frame variables, expression evaluation). Triggers on "play-test in Godot", "why does my game crash", "debug the running scene".

godot-expert — engine knowledge ​

The Godot 4.x rules and pitfalls an expert knows — Control vs Node2D rendering, z-ordering, the autoload-children trap, input interception, collision layers/masks, GDScript type inference, .tscn format, and the common-bug list. Triggers on "build a Godot game", "sprite not showing", "input not working".

The godot-expert reference guides ​

The expert skill loads detail on demand from references/ — 12 guides, each "rule → pitfall → the MCP tool shape that applies it":

GuideCovers
ui-hud.mdCanvasLayer vs Node2D, anchors/presets, the input-blocking trap
physics-collision.mdbody types, layer/mask convention, collision shapes
autoload-architecture.mdautoload lifecycle, the children-rendering trap, state machines
scene-authoring.md.tscn format, disk vs bridge editing
scene-templates.mdready-to-use .tscn templates
testing-gut.mdGUT setup, patterns, gotchas
tileset-gridmap.mdTileSet chain, GridMap + MeshLibrary authoring
visual-shader.mdVisualShader graph authoring (node ids, port wiring)
shader-authoring.mdtext .gdshader, validate-before-assign
theme-styling.mdtheme vs local override, per-state styleboxes
particles-animation.mdparticles, Animation tracks/keyframes, Navigation
common-bugs.mddocumented bugs — symptom, root cause, fix

Install ​

bash
# opencode (default — symlinks into ~/.config/opencode/skills/):
./scripts/install-skills.sh

# Claude / other clients:
./scripts/install-skills.sh --target ~/.claude/skills

# Standalone copy (packaging a release, no repo dependency):
./scripts/install-skills.sh --copy

Symlink (the default) is best during development — repo updates flow through. Restart the client after installing; skills activate automatically on their triggers.

These skills stay honest ​

The skills are part of the product surface and are pinned to the live toolsets by tests/unit/test_skills_metadata.py:

  • every godot_*() call a skill shows must resolve to a real tool
  • the getting-started quick-map must name every registered toolset
  • every registered prompt must appear in a workflow skill
  • every references/*.md guide must be linked from its SKILL.md
  • the skills and their README must name the current server version

So a surface change without a skills update fails the test suite — the skills cannot silently drift from the tools they teach.

194 tools · 29 toolsets · contract version 1