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 nodes
—
mcp_godot_add_node
on non-existent scene = error. Must call
mcp_godot_create_scene
FIRST.
NEVER use absolute paths in MCP calls
—
texturePath="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":
Design Phase
:
Determine the Root node type (e.g.,
CharacterBody2D
,
Node3D
,
Control
).
Draft a node hierarchy (e.g., Root -> Sprite2D, CollisionShape2D).
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
.
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
:
mcp_godot_create_scene(scenePath="player.tscn", rootNodeType="CharacterBody2D")
mcp_godot_add_node(scenePath="player.tscn", nodeType="Sprite2D", nodeName="Skin", parentNodePath=".")
mcp_godot_add_node(scenePath="player.tscn", nodeType="CollisionShape2D", nodeName="Hitbox", parentNodePath=".")
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
Master Skill:
godot-master