godot-mcp: Skill for Claude Code

.claude/skills/godot-skills/sub-skills/godot-resource-workflow/SKILL.md

Godot Resource Workflow is a skill for Claude Code from hhhh124hhhh/godot-mcp. It costs 39 tokens per session (2,542 once invoked), scanned A, original, MIT.

A Godot game-development workflow for managing resource files such as materials, textures, scenes, scripts, meshes, and audio.

In plain words
What is it for?
Creating and editing .tres and .res files, processing many resources at once, checking dependencies, finding circular references, and reducing resource size.
Why use it?
It helps organize resource changes, dependencies, imports, and optimization instead of handling each file manually.

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-resource-workflow/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/hhhh124hhhh/godot-mcp

Made for: Claude Code.

Wrote 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.

agentmods badge for Godot Resource Workflow

README.md
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Your own site
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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.

agentmods 80×15 button for Godot Resource Workflow

Your own site · 80×15
<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-resource-workflow"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-resource-workflow.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,542 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 $0.00039 $0.02542
Opus 5 $0.00019 $0.01271
Sonnet 5 $0.00008 $0.00508
Haiku 4.5 $0.00004 $0.00254

Measured 11d ago against content hash 32497e8ae99d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

Godot Resource Workflow 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 11d 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-resource-workflow/SKILL.md · 297 lines

How it starts

The opening of the file, as written. The whole thing — 297 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot 资源工作流程技能

本技能为Godot开发者提供完整的资源文件管理能力,支持.tres资源的创建、修改、批量处理、依赖解析和资源优化,构建高效的资源工作流。

触发条件

  • 需要创建或修改资源文件(.tres, .res)
  • 提及"资源管理"、"资源依赖"、"批量导入资源"
  • 需要分析资源依赖关系或解决资源冲突
  • 需要批量处理资源(如批量修改材质、纹理设置)
  • 需要导入外部资源或优化现有资源

核心功能

1. 资源文件创建与管理

支持创建和编辑各种Godot资源类型:

  • StandardMaterial3D / ShaderMaterial
  • Texture2D / Texture3D / TextureArray
  • Mesh 资源(ArrayMesh, PrimitiveMesh)
  • Script 资源(GDScript)
  • Scene 资源(PackedScene)
  • Audio 资源(AudioStream)

2. 资源依赖关系管理

自动分析和处理资源间的依赖关系:

  • 材质依赖纹理和Shader
  • Script依赖其他脚本(继承)
  • Scene依赖子场景和资源
  • 依赖关系可视化
  • 循环依赖检测和修复

3. 批量资源处理

支持批量操作多个资源:

  • 批量修改资源属性
  • 批量转换资源格式
  • 批量重命名和整理
  • 批量导入和导出

4. 资源优化与压缩

提供资源优化建议和实施:

  • 纹理压缩(VRAM压缩、ETC2、S3TC)
  • 网格优化(LOD、批量合并)
  • 音频优化(压缩格式、比特率)
  • 资源文件大小优化

执行步骤

创建资源文件

  1. 规划资源类型

    • 确定需要的资源类型
    • 设计资源属性(PBR材质、纹理分辨率等)
    • 考虑性能影响(移动端vs桌面端)
  2. 准备资源素材

    • 纹理图片(PNG, JPG, WebP)
    • 3D模型文件(GLTF, FBX, OBJ)
    • 音频文件(WAV, MP3, OGG)
    • Shader代码(.gdshader)
  3. 执行资源创建

    • 使用 Godot 编辑器或 MCP 工具创建资源
    • 配置资源属性
    • 设置资源导入参数
  4. 验证和测试

    • 在场景中测试资源
    • 检查视觉/音频效果
    • 验证性能

批量处理资源

  1. 选择目标资源

    • 确定资源路径或通配符模式
    • 筛选符合条件的资源
  2. 定义处理操作

    • 确定要执行的操作(修改属性、转换格式等)
    • 准备操作参数
  3. 执行批量处理

    • 遍历所有目标资源
    • 应用操作
    • 记录处理结果
  4. 验证结果

    • 检查处理后的资源
    • 验证项目仍然能正常运行

代码示例

示例 1: 创建标准材质资源

# 创建 StandardMaterial3D 资源
claude godot create_resource --project_path="/mnt/d/godot-projects/my-game" \
  --resource_type="StandardMaterial3D" \
  --resource_path="res://materials/ground.tres" \
  --properties='{
    "albedo_color": "Color(0.2, 0.5, 0.2, 1)",
    "metallic": 0.0,
    "roughness": 0.8
  }'

示例 2: 批量修改材质纹理

# 将所有材质的纹理过滤模式改为 Nearest
claude godot batch_update_resources --resource_pattern="res://materials/*.tres" \
  --property="texture_filter" \
  --value="BaseMaterial3D.TEXTURE_FILTER_NEAREST"

示例 3: 分析资源依赖关系

# 分析场景的资源依赖
claude godot analyze_dependencies --resource_path="res://scenes/main_level.tscn"

# 输出:列出所有依赖的纹理、材质、脚本等资源

示例 4: 批量导入纹理并设置参数

Read the full file on GitHub · 297 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. 11d ago First seen · 297 lines · 39 tokens per session scan A 32497e8ae99d

Subscribe to this mod's changes

Godot Resource Workflow is a skill published in the GitHub repository hhhh124hhhh/godot-mcp (42 stars, last pushed 9mo ago), licensed MIT. It adds 39 tokens to every session and 2,542 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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