godot-mcp-scene-builder

[MCP WRAPPER] Programmatically create/modify Godot scenes using Godot MCP tools. Orchestrates mcp_godot_create_scene, mcp_godot_add_node, mcp_godot_load_sprite into agentic workflows. Use when user requests scene generation/automation via MCP. Keywords MCP, scene automation, programmatic scene building, node hierarchy.

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Install skill "godot-mcp-scene-builder" with this command: npx skills add thedivergentai/gd-agentic-skills/thedivergentai-gd-agentic-skills-godot-mcp-scene-builder

MCP Scene Builder

High-level agentic interface for low-level Godot MCP tools to build scenes from scratch.

NEVER Do in MCP Scene Building

  • NEVER skip design phase — Jumping straight to mcp_godot_add_node without planning hierarchy = spaghetti scenes. ALWAYS draft node tree first.
  • NEVER assume scene exists before adding nodesmcp_godot_add_node on non-existent scene = error. Must call mcp_godot_create_scene FIRST.
  • NEVER use absolute paths in MCP callstexturePath="C:/Users/..." breaks on other machines. Use res:// paths only.
  • NEVER skip verification step — MCP creates .tscn files but doesn't validate. ALWAYS call mcp_godot_run_project or mcp_godot_launch_editor to verify no errors.
  • NEVER add CollisionShape2D without setting shape — MCP adds node but shape property is null by default. Must manually set or scene is broken.

Available Scripts

scene_builder_manifest.gd

Resource definition for declarative scene building via MCP.

Available MCP Tools Summary

  • mcp_godot_create_scene: Initializes a .tscn file.
  • mcp_godot_add_node: Adds a node to an existing scene.
  • mcp_godot_load_sprite: Assigns a texture to a Sprite2D node.
  • mcp_godot_run_project: Spawns the Godot editor to verify the result.

Workflow: Building a Scene

When asked to "Create a scene", "Make a character", or "Setup a level":

  1. Design Phase:

    • Determine the Root node type (e.g., CharacterBody2D, Node3D, Control).
    • Draft a node hierarchy (e.g., Root -> Sprite2D, CollisionShape2D).
  2. Execution Phase (MCP Pipeline):

    • Step 1: Call mcp_godot_create_scene to create the file.
    • Step 2: Sequentially call mcp_godot_add_node for each child.
    • Step 3 (Optional): If sprites are needed, call mcp_godot_load_sprite.
    • Step 4: (Critical for verifying) Call mcp_godot_run_project or mcp_godot_launch_editor.
  3. Optimization Phase:

    • Apply godot-gdscript-mastery standards when attaching scripts.

Example: Creating a Basic 2D Player

Prompt: "Create a 2D player scene with a sprite and collision."

Plan:

  1. mcp_godot_create_scene(scenePath="player.tscn", rootNodeType="CharacterBody2D")
  2. mcp_godot_add_node(scenePath="player.tscn", nodeType="Sprite2D", nodeName="Skin", parentNodePath=".")
  3. mcp_godot_add_node(scenePath="player.tscn", nodeType="CollisionShape2D", nodeName="Hitbox", parentNodePath=".")
  4. mcp_godot_load_sprite(scenePath="player.tscn", nodePath="Skin", texturePath="res://icon.svg")

Verification

The agent must verify that the scene opens in the editor without errors.

Reference

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