build-scene

Solid

Pattern-based Godot scene construction with node hierarchy templates and companion node rules

AI & Automation 33 stars 9 forks Updated 2 weeks ago Apache-2.0

Install

View on GitHub

Quality Score: 86/100

Stars 20%
51
Recency 20%
90
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

# Build Scene Construct Godot scenes from proven patterns. Each pattern includes REQUIRED companion nodes that LLMs commonly forget. ## Scene Patterns ### Platformer Character ``` CharacterBody2D "Player" CollisionShape2D # REQUIRED -- CharacterBody2D without this = no collisions Sprite2D # Visual representation AnimationPlayer # Idle, run, jump, fall animations Camera2D # Follow camera position_smoothing_enabled = true position_smoothing_speed = 5.0 ``` Companion rule: `CharacterBody2D` MUST have a `CollisionShape2D` child. Without it, `move_and_slide()` works but detects zero collisions. ### Top-Down Character ``` CharacterBody2D "Player" CollisionShape2D # REQUIRED Sprite2D NavigationAgent2D # Pathfinding (if AI/NPC) path_desired_distance = 4.0 target_desired_distance = 4.0 ``` ### UI Screen ``` Control "MenuScreen" MarginContainer # Prevents content touching edges VBoxContainer # Vertical layout for menu items Label "Title" Button "StartButton" Button "OptionsButton" Button "QuitButton" ``` Companion rule: Always wrap UI content in `MarginContainer` first. Direct children of `Control` have no automatic margins. ### Projectile ``` Area2D "Bullet" CollisionShape2D # REQUIRED -- Area2D signals need this to detect overlaps Sprite2D VisibleOnScreenNotifier2D # Auto-cleanup when off-screen (connect screen_exit...

Details

Author
n24q02m
Repository
n24q02m/better-godot-mcp
Created
6 months ago
Last Updated
2 weeks ago
Language
TypeScript
License
Apache-2.0

Integrates with

Bundled in these plugins

Similar Skills

Semantically similar based on skill content — not just same category

AI & Automation Solid

godot-scene-plan

Plan the Godot scene and node structure for a 2D or 3D game feature before any GDScript is written: the scene tree, node types and responsibilities, autoloads (singletons), signal wiring, the input map, and the resources and sub-scenes to create. Produces GODOT_SCENE_PLAN.md, a design-time plan an MCP-driven editor or a human then builds against. Capability-routed and MCP-agnostic (names no specific server). Consults the per-dimension Godot reference topics. A 3D plan SHALL declare its renderer tier or it is incomplete. Use when a Godot 2D or 3D feature or screen needs its scene architecture decided before implementation. Do not use to frame whether the game idea is right (use problem-framing in its game-design mode), to slice an already-planned build (use implementation-plan), to analyze blast radius of an existing Godot project (use impact-analysis), to verify a running scene (use godot-runtime-verify), or with no active task folder (run task-init first).

6 Updated 5 days ago
Mozurok
AI & Automation Listed

godot-clarity

Build, extend, debug, review, and verify Godot 4 projects with GDScript using version-aware scene, resource, input, UI, world, animation, audio, physics, collision, navigation, persistence, networking, rendering, performance, and export workflows. Use when a task involves project.godot, .gd, .tscn, .tres, nodes, signals, InputMap, TileMapLayer, Camera, CharacterBody, RigidBody, Area, collision shapes/layers/masks, or when creating a playable Godot project or diagnosing engine behavior.

1 Updated 4 weeks ago
AKDworks