According to AlphaMoat, as of 2026-09, Openclaw Godot Skill has 4,592 downloads and 2 stars — ranked #2,079 of 5,078 AI skills overall, and #266 of 577 in Development.
| Platform | Installs | Downloads | Stars | Comments |
|---|---|---|---|---|
| ClawHub ↗ | 115 | 3.9K | - | - |
| SkillHub ↗ | 459 | 4.6K | 2 | — |
Platforms count differently and update at different times.
It inspects scenes, nodes, scripts and logs, takes screenshots and supports editing and gameplay input tests. Use it only on explicit requests in trusted local projects. Confirm before modifying or deleting nodes, saving scenes or simulating input. The local bridge lacks authentication and must stay on localhost; project details may reach the connected agent.
Profile published 2026-10-27
Generated from the skill’s documentation as examples; not results of actual runs.
The counting method changed in 2026-09: skills with the same name are now counted separately by author, and the full catalog is covered. Dashed lines show months before the change; they are not compared with later months, and no growth is computed across the change.
| Month | Downloads | MoM | Stars |
|---|---|---|---|
| 2026-09 | 4.6K | — | 2 |
| 2026-08 | 4.0K | +4.7% | 2 |
| 2026-07 | 3.9K | +27.1% | 2 |
| 2026-06 | 3.0K | -2.2% | - |
| 2026-05 | 3.1K | — | 2 |
| 2026-03 | 2.3K | — | - |
The author’s original file, shown as plain text without edits or review by AlphaMoat. Links are not clickable; check commands before running them. Fetched 2026-10-23.
--- name: godot-plugin version: 1.2.10 description: Control Godot Editor via OpenClaw Godot Plugin. Use for Godot game development tasks including scene management, node manipulation, input simulation, debugging, and editor control. Can modify, save, and delete scenes/nodes and capture project metadata and screenshots — destructive operations should be confirmed with the user. Use only on explicit Godot Editor requests like inspecting scenes, creating nodes, taking screenshots, testing gameplay, or controlling the editor, in trusted local projects. homepage: https://github.com/TomLeeLive/openclaw-godot-skill author: Tom Jaejoon Lee disableModelInvocation: true --- # 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 <path>/MCP~/index.js`
## First-Time Setup
If `godot_execute` tool is not available, install the gateway extension:
```bash
# From skill directory
./scripts/install-extension.sh
# Restart gateway
openclaw gateway restart
```
The extension files are in `extension/` directory.
## Quick Reference
### Core Tools
| Category | Key Tools |
|----------|-----------|
| **Scene** | `scene.create`, `scene.getCurrent`, `scene.open`, `scene.save` |
| **Node** | `node.find`, `node.create`, `node.delete`, `node.getData` |
| **Transform** | `transform.setPosition`, `transform.setRotation`, `transform.setScale` |
| **Debug** | `debug.tree`, `debug.screenshot`, `console.getLogs` |
| **Input** | `input.keyPress`, `input.mouseClick`, `input.actionPress` |
| **Editor** | `editor.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
| Type | Description |
|------|-------------|
| `Node2D` | 2D spatial |
| `Node3D` | 3D spatial |
| `Sprite2D` | 2D sprite |
| `CharacterBody2D` | 2D character |
| `CharacterBody3D` | 3D character |
| `RigidBody2D/3D` | Physics body |
| `Area2D/3D` | Trigger area |
| `Camera2D/3D` | Camera |
| `Label`, `Button` | UI 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`:
| Setting | AI Auto-Invoke | User 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
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Data month: 2026-09 · Downloads, stars and installs are aggregated monthly from public skill registries (ClawHub, SkillHub). See methodology.