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.
curl -O https://raw.githubusercontent.com/hhhh124hhhh/godot-mcp/main/.claude/skills/godot-skills/sub-skills/godot-batch-operations/SKILL.mdgit clone --depth 1 https://github.com/hhhh124hhhh/godot-mcpWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-batch-operations)<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-batch-operations"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-batch-operations/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-batch-operations"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-batch-operations.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00034 | $0.01594 |
| Opus 5.5 | $0.00014 | $0.00638 |
| Sonnet 5.5 | $0.00007 | $0.00319 |
| Haiku 4.5 | $0.00003 | $0.00159 |
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 2mo 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.
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
-
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
-
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
-
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
-
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
-
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
-
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
-
执行重命名
- 批量应用命名规则
- 处理命名冲突
-
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
-
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
-
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
-
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
-
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
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.
- 2mo ago First seen · 189 lines · 34 tokens per session scan A 41394e42da14
Godot Batch Operations is a skill published in the GitHub repository hhhh124hhhh/godot-mcp (43 stars, last pushed 11mo ago), licensed MIT. It adds 34 tokens to every session and 1,594 once invoked, about $0.0001 per session on Opus 5.5. 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.
Godot Batch Operations compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| Godot Batch Operationshhhh124hhhh/godot-mcp | Skill | 43 | 11mo ago | MIT | A | 34 | Claude Code |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 10d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 9d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |