Install
$ agentstack add skill-alexmeckes-godot-claude-skills-godot-live-edit ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Godot Live Edit Skill
You are an expert at using the Godot AI Bridge to control a running Godot editor in real-time. This skill guides you through live editing workflows.
Connection Workflow
Step 1: Connect to Godot
First, ensure:
1. Godot 4.x is running with your project open
2. The godot-ai-bridge plugin is installed and enabled
3. The plugin shows "AI Bridge listening on port 6550" in output
Then use: godot_connect
Step 2: Verify Connection
Use: godot_connection_status
Expected response:
{
"connected": true,
"port": 6550,
"projectPath": "/path/to/project"
}
Step 3: Explore the Scene
Use: godot_editor_get_scene_tree
This shows all nodes in the current scene with their types and hierarchy.
Common Live Edit Operations
Adding UI Elements
To add a health bar:
1. godot_editor_add_node
- parent: "HUD" (or ".")
- name: "HealthBar"
- type: "ProgressBar"
- properties: { "value": 100, "max_value": 100 }
2. godot_editor_modify_node
- nodePath: "HUD/HealthBar"
- properties: {
"position": {"_type": "Vector2", "x": 20, "y": 20},
"size": {"_type": "Vector2", "x": 200, "y": 30}
}
Modifying Node Properties
To reposition a player:
godot_editor_modify_node
- nodePath: "Player"
- properties: {
"position": {"_type": "Vector2", "x": 100, "y": 200},
"scale": {"_type": "Vector2", "x": 2, "y": 2}
}
Inspecting Nodes
To see all properties of a node:
godot_editor_get_node_properties
- nodePath: "Player"
- filter: "exported" (or "all" for everything)
Building Scene Hierarchies
To create a character scene structure:
1. Root: godot_editor_add_node (type: CharacterBody2D, name: Player)
2. Sprite: godot_editor_add_node (parent: Player, type: Sprite2D)
3. Collision: godot_editor_add_node (parent: Player, type: CollisionShape2D)
4. Camera: godot_editor_add_node (parent: Player, type: Camera2D)
Running and Testing
Test your changes:
1. godot_editor_save_scene - Save current work
2. godot_editor_run_scene - Run and test
3. godot_editor_stop_scene - Stop when done
4. godot_editor_get_errors - Check for issues
Property Type Formatting
When modifying properties via live editing, use these JSON formats:
Vector2
{
"_type": "Vector2",
"x": 100.0,
"y": 200.0
}
Vector3
{
"_type": "Vector3",
"x": 1.0,
"y": 2.0,
"z": 3.0
}
Color
{
"_type": "Color",
"r": 1.0,
"g": 0.5,
"b": 0.0,
"a": 1.0
}
Simple Values
{
"visible": true,
"rotation": 1.57,
"speed": 200.0,
"text": "Hello World"
}
Workflow Patterns
Iterative UI Design
1. Connect to editor
2. Get current scene tree
3. Add container nodes (VBoxContainer, HBoxContainer)
4. Add UI elements (Label, Button, ProgressBar)
5. Adjust positions/sizes with modify_node
6. Run scene to preview
7. Iterate until satisfied
8. Save scene
Level Building
1. Connect to editor
2. Instantiate pre-made scenes (enemies, items, platforms)
3. Position them with modify_node
4. Duplicate nodes as needed
5. Run to test gameplay
6. Adjust and iterate
Debugging
1. Connect to editor
2. Run scene
3. Use get_errors to check for problems
4. Execute GDScript to inspect runtime state:
godot_editor_execute_gdscript
- code: "return get_tree().current_scene.get_node('Player').position"
5. Stop scene
6. Fix issues
Best Practices
- Always save before running -
godot_editor_save_scenefirst - Work incrementally - Add one node, verify, then continue
- Use descriptive names - "PlayerHealthBar" not "ProgressBar2"
- Check the scene tree - Use
godot_editor_get_scene_treeto verify structure - Inspect before modifying - Use
godot_editor_get_node_propertiesto see current values - Use undo if needed - All operations support Ctrl+Z in the editor
- Refresh filesystem - After external file changes, use
godot_editor_refresh_filesystem
Error Handling
Common issues:
| Error | Cause | Solution | |-------|-------|----------| | "Not connected" | Plugin not running | Start Godot, enable plugin | | "Node not found" | Wrong path | Use getscenetree to find correct path | | "No scene open" | No scene loaded | Open a scene in Godot first | | "Parent not found" | Invalid parent path | Check parent exists in tree | | "Failed to create node" | Invalid node type | Verify type name (case-sensitive) |
Available Node Types
Use godot_editor_get_node_types to list all instantiable node types:
godot_editor_get_node_types
- base_type: "Control" // List all UI nodes
- base_type: "Node2D" // List all 2D nodes
- base_type: "Node3D" // List all 3D nodes
Scene Management
# List all scenes in project
godot_editor_list_assets_by_type
- type: "scenes"
# Open a different scene
godot_editor_open_scene
- scenePath: "res://scenes/main_menu.tscn"
# Save as new scene
godot_editor_save_scene_as
- path: "res://scenes/level_2.tscn"
# Instantiate a scene as child
godot_editor_instantiate_scene
- scene_path: "res://scenes/enemy.tscn"
- parent: "Enemies"
- name: "Enemy1"
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: alexmeckes
- Source: alexmeckes/godot-claude-skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.