godot-mcp: Skill for Claude Code

.claude/skills/godot-skills/sub-skills/godot-batch-operations/SKILL.md

Godot Batch Operations is a skill for Claude Code from hhhh124hhhh/godot-mcp. It costs 34 tokens per session (1,594 once invoked), scanned A, original, MIT.

A Godot game-development helper for applying changes to many scene nodes at once. Nodes are the objects that make up a Godot scene.

In plain words
What is it for?
Use it to update node properties, rename nodes with patterns, delete selected nodes, create groups from templates, and update related node-path references.
Why use it?
It removes repetitive manual edits when many nodes need the same property change, name change, deletion, or creation.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is hhhh124hhhh/godot-mcp's own configuration. It tells Claude Code how to work on godot-mcp itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything godot-mcp configures →

Reuse

Borrowing it

Nothing to install: this file belongs to hhhh124hhhh/godot-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/hhhh124hhhh/godot-mcp/main/.claude/skills/godot-skills/sub-skills/godot-batch-operations/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/hhhh124hhhh/godot-mcp

Made for: Claude Code.

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README.md
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Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,594 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00034 $0.01594
Opus 5 $0.00017 $0.00797
Sonnet 5 $0.00007 $0.00319
Haiku 4.5 $0.00003 $0.00159

Measured 10d ago against content hash 41394e42da14, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

Godot Batch Operations scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/godot-skills/sub-skills/godot-batch-operations/SKILL.md · 189 lines

How it starts

The opening of the file, as written. The whole thing — 189 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot 批量操作技能

本技能为Godot开发者提供高效的批量节点操作能力,支持一次性对多个节点执行相同操作,大幅提升开发效率。

触发条件

  • 需要对多个节点执行相同操作(如批量重命名、批量修改位置)
  • 提及"批量"、"多个节点"、"一起修改"等关键词
  • 需要对场景中所有特定类型的节点进行统一操作
  • 需要进行大规模的节点结构重组

核心功能

1. 批量更新节点属性

一次性更新多个节点的相同属性,支持位置、旋转、缩放、可见性等所有节点属性。

2. 批量节点重命名

按照命名规则批量重命名节点,支持前缀、后缀、序号等多种命名模式。

3. 批量节点删除

根据条件批量删除节点,支持按类型、名称模式、层级关系等筛选条件。

4. 批量节点创建

基于模板批量创建节点,支持数组式批量生成和自动命名。

执行步骤

批量更新节点属性

  1. 确定目标节点

    • 使用通配符或正则表达式匹配节点路径
    • 或指定父节点下的所有子节点
    • 或按节点类型筛选
  2. 准备属性数据

    • 确定要更新的属性名称
    • 准备新的属性值
    • 对于复杂类型(如Vector2/3),准备完整的数据结构
  3. 执行批量更新

    • 遍历所有匹配的节点
    • 使用 update_node_property 更新每个节点
    • 收集更新结果和错误信息
  4. 验证结果

    • 检查更新成功的节点数量
    • 查看失败的节点和错误原因
    • 必要时回滚操作

批量重命名节点

  1. 选择目标节点

    • 确定要重命名的节点范围
    • 支持通配符匹配节点名称
  2. 定义命名规则

    • 新名称模板(如 "Enemy_001", "Enemy_002")
    • 或使用前缀/后缀添加模式
  3. 执行重命名

    • 批量应用命名规则
    • 处理命名冲突
  4. 更新引用

    • 检查并更新脚本中的节点路径引用
    • 更新信号连接

代码示例

示例 1: 批量移动所有敌人到指定位置

# 更新所有以 "Enemy" 开头的节点的位置
claude godot update_node_property --node_path="/root/MainScene/Enemy*" \
  --property="position" --value="{\"x\": 100, \"y\": 200}"

示例 2: 批量重命名节点

# 将所有 "Item_" 开头的节点重命名为 "Collectible_001", "Collectible_002" 等
claude godot batch_rename_nodes --parent_path="/root/MainScene" \
  --pattern="Item_*" --new_pattern="Collectible_##"

示例 3: 批量修改多个属性

# 批量更新多个属性
claude godot batch_update_properties --node_paths='[
  "/root/MainScene/Player",
  "/root/MainScene/Enemy1",
  "/root/MainScene/Enemy2"
]' \
  --properties='{
    "modulate": "Color(1, 0, 0, 1)",
    "process_mode": "Node.PROCESS_MODE_INHERIT"
  }'

示例 4: 批量删除符合条件的节点

# 删除所有隐藏的节点
claude godot batch_delete_nodes --parent_path="/root/MainScene" \
  --condition="node.visible == false"

最佳实践

✅ 应该做的

  1. 先测试后执行

    • 先在小范围测试批量操作
    • 确认效果符合预期后再大规模应用
  2. 使用精确的选择器

    • 尽量使用具体的路径而非通配符
    • 避免误操作不相关的节点
  3. 备份场景

    • 执行批量操作前先保存场景
    • 或使用版本控制进行备份
  4. 分批处理

    • 对于大量节点(100+),分批处理避免卡顿
    • 每批处理50-100个节点

Read the full file on GitHub · 189 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 189 lines · 34 tokens per session scan A 41394e42da14

Subscribe to this mod's changes

Godot Batch Operations is a skill published in the GitHub repository hhhh124hhhh/godot-mcp (42 stars, last pushed 9mo ago), licensed MIT. It adds 34 tokens to every session and 1,594 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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