據 AlphaMoat 統計,截至 2026-09,Openclaw Godot Skill 累計下載 4,592 次、獲 2 個星標,在全部 5,078 個 AI 技能中排名第 2,079 位,在「開發程式設計」分類(577 個)中排名第 266 位。
| 平台 | 累計安裝 | 累計下載 | 星標 | 評論 |
|---|---|---|---|---|
| ClawHub ↗ | 115 | 3899 | - | - |
| SkillHub ↗ | 459 | 4592 | 2 | — |
各平台的計數口徑不同,統計時間不一致。
它可檢查場景、節點、指令碼和日誌,截圖,並支援編輯和遊戲輸入測試。僅用於使用者明確請求的可信本地專案;修改或刪除節點、儲存場景、模擬輸入前須確認。本地橋沒有認證,必須限於 localhost;專案詳情可能傳給連線的智慧體。
資料釋出於 2026-10-27
以下是根據技能文件生成的示例,不代表實際執行結果。
2026-09 起統計方法調整:同名技能按作者分別統計,並覆蓋全部技能。圖中虛線為調整前的月份,與之後的資料不直接比較,也不計算跨越調整的增長。
| 月份 | 累計下載 | 環比 | 星標 |
|---|---|---|---|
| 2026-09 | 4592 | — | 2 |
| 2026-08 | 4039 | +4.7% | 2 |
| 2026-07 | 3859 | +27.1% | 2 |
| 2026-06 | 3037 | -2.2% | - |
| 2026-05 | 3105 | — | 2 |
| 2026-03 | 2347 | — | - |
以下是作者釋出的原始檔案,按純文字顯示,本站未做修改或稽核;其中的連結不可點選,命令請核實後再執行。抓取於 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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資料月份:2026-09 · 下載/星標/安裝數聚合自公開技能註冊庫(ClawHub、SkillHub),按月更新。口徑說明見資料方法。