Tom Jaejoon Lee

Openclaw Godot Skill

開発v1.2.10
作者:Tom Jaejoon Lee更新日 2026-07-08全 7 バージョン · 最新版の公開日 2026-07-08openclaw-godot-skill@clawhub_tomleelive/openclaw-godot-skill
コード生成スクリプトツール#Game#Debugging

AlphaMoatによると、2026-09時点でOpenclaw Godot Skillのダウンロード数は4,592、スター数は2で、AIスキル全体5,078件中2,079位、開発では577件中266位です。

インストール数
459
ダウンロード数
4592
スター数
2
総合順位
#2,079
全体の上位 41% · 開発の上位 47%
プラットフォームインストール数ダウンロード数スター数コメント
ClawHub ↗1153899--
SkillHub ↗45945922—

プラットフォームごとに集計方法と集計時点が異なります。

このスキルでできること

シーン、ノード、スクリプト、ログの確認や画像取得、編集、ゲーム入力のテストに対応します。信頼できるローカルプロジェクトで明示的に依頼された場合のみ使用し、ノードの変更・削除、シーン保存、入力テスト前に確認します。ブリッジに認証はなく localhost に限定する必要があり、接続先エージェントにプロジェクト情報が渡る場合があります。

資料公開日 2026-10-27

できること

  • シーンツリー、ログ、画像を使ってゲームの問題を調べる

使う場面

  • 信頼できるローカルプロジェクトの Godot 操作を明示的に依頼されたとき

プロンプト例

スキルのドキュメントをもとに生成した例であり、実際の実行結果ではありません。

まずシーンツリーとエラーを調べ、編集や入力テストの前に案を確認用に示して。

月次の推移

ダウンロード数4592
2167347047722026-03 · ダウンロード数 23472026-05 · ダウンロード数 31052026-06 · ダウンロード数 30372026-07 · ダウンロード数 38592026-08 · ダウンロード数 40392026-09 · ダウンロード数 459226-0326-09
スター数2
0122026-03 · スター数 -2026-05 · スター数 22026-06 · スター数 -2026-07 · スター数 22026-08 · スター数 22026-09 · スター数 226-0326-09

2026-09 から集計方法を変更し、同名スキルを作者ごとに分けて集計し、全スキルを対象にしました。破線は変更前の月で、変更後のデータとは直接比較せず、変更をまたぐ増減も計算していません。

月ダウンロード数前月比スター数
2026-094592—2
2026-084039+4.7%2
2026-073859+27.1%2
2026-063037-2.2%-
2026-053105—2
2026-032347—-

SKILL.md 原文

作者が公開した元のファイルをテキストのまま表示しています。AlphaMoat による編集や審査はしていません。リンクはクリックできません。コマンドは内容を確認してから実行してください。取得日 2026-10-23。

7.8 KB・ClawHub v1.2.10
---
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
すべて表示(全 215 行)

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

開発の人気スキル

データ月:2026-09 · ダウンロード数、スター数、インストール数は公開スキルレジストリ(ClawHub、SkillHub)から月単位で集計しています。詳しくはデータの方法論をご覧ください。