Data & analysis

Openclaw Godot Skill

Control Godot 4.x scenes, nodes, playback, input, logs, and screenshots from an agent.

What it does

Control a live Godot 4.x Editor to create, inspect, open, and save scenes; manage nodes and transforms; and read scripts, resources, logs, and scene trees. It can run games, simulate keyboard, mouse, or mapped actions in Play mode, capture viewport screenshots, and report editor state through a remote gateway or local MCP bridge.

When to use it

  • Building and saving Godot scenes
  • Inspecting nodes, properties, and scene trees
  • Testing gameplay with simulated input
  • Reviewing errors and viewport screenshots

The skill document

Godot Plugin Skill

Control Godot 4.x Editor through 30 built-in tools. Supports 80+ node types.

Connection Modes

Mode A: OpenClaw Gateway (Remote)

For Telegram, Discord, and other OpenClaw channels:

  • Plugin connects TO Gateway via WebSocket
  • Gateway URL: configurable in Godot dock UI
  • Best for: remote access, mobile messaging

Mode B: MCP Bridge (Local)

For Claude Code, Cursor, and local AI tools:

  • Built-in HTTP server in Godot Plugin
  • Start: Click "Start MCP" in dock UI (port 27183)
  • Add to Claude Code: claude mcp add godot -- node /MCP~/index.js

First-Time Setup

If godot_execute tool is not available, install the gateway extension:

# From skill directory
./scripts/install-extension.sh

# Restart gateway
openclaw gateway restart

The extension files are in extension/ directory.

Quick Reference

Core Tools

CategoryKey Tools
Scenescene.create, scene.getCurrent, scene.open, scene.save
Nodenode.find, node.create, node.delete, node.getData
Transformtransform.setPosition, transform.setRotation, transform.setScale
Debugdebug.tree, debug.screenshot, console.getLogs
Inputinput.keyPress, input.mouseClick, input.actionPress
Editoreditor.play, editor.stop, editor.getState

Common Workflows

1. Scene Creation

Use godot_execute tool:

  • godot_execute(tool="scene.create", parameters={rootType: "Node2D", name: "Level1"})
  • godot_execute(tool="node.create", parameters={type: "CharacterBody2D", name: "Player"})
  • godot_execute(tool="scene.save")

2. Find & Modify Nodes

  • godot_execute(tool="node.find", parameters={name: "Player"})
  • godot_execute(tool="node.getData", parameters={path: "Player"})
  • godot_execute(tool="transform.setPosition", parameters={path: "Player", x: 100, y: 200})

3. Game Testing with Input

  • godot_execute(tool="editor.play")
  • godot_execute(tool="input.keyPress", parameters={key: "W"})
  • godot_execute(tool="input.actionPress", parameters={action: "jump"})
  • godot_execute(tool="debug.screenshot")
  • godot_execute(tool="editor.stop")

4. Check Logs

  • godot_execute(tool="console.getLogs", parameters={limit: 50})
  • godot_execute(tool="console.getLogs", parameters={type: "error", limit: 20})

Tool Categories

Console (2 tools)

  • console.getLogs - Get logs from Godot log file {limit: 100, type: "error"|"warning"|""}
  • console.clear - Placeholder (logs can't be cleared programmatically)

Scene (5 tools)

  • scene.getCurrent - Get current scene info
  • scene.list - List all .tscn/.scn files
  • scene.open - Open scene by path
  • scene.save - Save current scene
  • scene.create - Create new scene {rootType: "Node2D"|"Node3D"|"Control", name: "SceneName"}

Node (6 tools)

  • node.find - Find by name, type, or group
  • node.create - Create node (80+ types: CSGBox3D, MeshInstance3D, ColorRect, etc.)
  • node.delete - Delete node by path
  • node.getData - Get node info, children, transform
  • node.getProperty - Get property value
  • node.setProperty - Set property value (Vector2/3 auto-converted)

Transform (3 tools)

  • transform.setPosition - Set position {x, y} or {x, y, z}
  • transform.setRotation - Set rotation (degrees)
  • transform.setScale - Set scale

Editor (4 tools)

  • editor.play - Play current or custom scene
  • editor.stop - Stop playing
  • editor.pause - Toggle pause
  • editor.getState - Get playing state, version, project name

Debug (3 tools)

  • debug.screenshot - Capture viewport
  • debug.tree - Get scene tree as text
  • debug.log - Print message

Input (7 tools) - For Game Testing

  • input.keyPress - Press and release key {key: "W"}
  • input.keyDown - Hold key down
  • input.keyUp - Release key
  • input.mouseClick - Click at position {x, y, button: "left"|"right"|"middle"}
  • input.mouseMove - Move mouse to position {x, y}
  • input.actionPress - Press input action {action: "jump"}
  • input.actionRelease - Release input action

Script (2 tools)

  • script.list - List .gd files
  • script.read - Read script content

Resource (1 tool)

  • resource.list - List files by extension

Supported Keys for Input

A-Z, 0-9, SPACE, ENTER, ESCAPE, TAB, BACKSPACE, DELETE
UP, DOWN, LEFT, RIGHT
SHIFT, CTRL, ALT
F1-F12

Node Types for Creation

TypeDescription
Node2D2D spatial
Node3D3D spatial
Sprite2D2D sprite
CharacterBody2D2D character
CharacterBody3D3D character
RigidBody2D/3DPhysics body
Area2D/3DTrigger area
Camera2D/3DCamera
Label, ButtonUI elements

Tips

Input Simulation

  • Only works during Play mode
  • Use input.actionPress for mapped actions (from Input Map)
  • Use input.keyPress for direct key simulation

Finding Nodes

node.find {name: "Player"}      # By name substring
node.find {type: "Sprite2D"}    # By exact type
node.find {group: "enemies"}    # By group

Vector Properties

node.setProperty auto-converts dictionaries to Vector2/Vector3:

{path: "Cam", property: "zoom", value: {x: 2, y: 2}}  # → Vector2(2, 2)

Console Logs

console.getLogs {limit: 50}           # Last 50 lines
console.getLogs {type: "error"}       # Errors only
console.getLogs {type: "warning"}     # Warnings only

🔐 Security: Model Invocation Setting

When publishing to ClawHub, you can configure disableModelInvocation:

SettingAI Auto-InvokeUser Explicit Request
false (default)✅ Allowed✅ Allowed
true❌ Blocked✅ Allowed

Recommendation: true

Reason: During Godot development, it's useful for AI to autonomously perform supporting tasks like checking scene tree, taking screenshots, and inspecting nodes.

When to use true: For sensitive tools (payments, deletions, message sending, etc.)

As of v1.2.10 this skill ships with disableModelInvocation: true — it runs only on explicit user request.

Security & Privacy Disclosure

This skill drives a live Godot Editor. Full disclosure of capabilities and current limitations:

  • Local HTTP bridge has no authentication (current limitation): the MCP bridge (port 27183) accepts requests without auth or origin restriction. Keep it bound to localhost and never expose the port on shared or public networks — any local process could otherwise send editor commands. Token authentication and origin allow-listing are on the roadmap.
  • Destructive operations — confirm with the user before: modifying/deleting nodes, saving scenes, simulating input. Keep the project under version control before automation sessions.
  • Data visibility: tools can read and transmit project name, engine version, scene structure, script contents, and viewport screenshots to the connected agent. Don't use on projects whose contents must not leave the machine.
  • Trigger scope: routine-sounding requests ("clean up the scene", "save everything") map to state-changing editor operations — confirm once before the first state-changing call in a session.

License

Apache-2.0 — See LICENSE.md

Questions people ask

What Godot tasks can it perform?
It provides 30 tools for scenes, nodes, transforms, editor playback, debugging, input simulation, scripts, resources, and console logs. Node creation supports more than 80 types, including 2D, 3D, physics, camera, and UI nodes.
How does it connect to Godot?
It supports a WebSocket connection from the plugin to a configurable remote gateway, or a local MCP bridge using the plugin’s HTTP server on port 27183. The MCP server is started from the Godot dock UI.
What safety limits should I know about?
The local MCP bridge has no authentication and should remain on localhost. Confirm before modifying or deleting nodes, saving scenes, or simulating input; project names, scene structures, scripts, engine versions, and screenshots may be sent to the connected agent.

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