Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add nguyenchiencong/godot-mcp-cli --skill godot-scene-editinggit clone --depth 1 https://github.com/nguyenchiencong/godot-mcp-cliWrote 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/nguyenchiencong/godot-mcp-cli/godot-scene-editing)<a href="https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-scene-editing"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-scene-editing/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/nguyenchiencong/godot-mcp-cli/godot-scene-editing"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-scene-editing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00076 | $0.00882 |
| Opus 5 | $0.00038 | $0.00441 |
| Sonnet 5 | $0.00015 | $0.00176 |
| Haiku 4.5 | $0.00008 | $0.00088 |
Grade A, and why
godot-scene-editing 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 12d 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 — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Scene Editing
Quick start
Read the current scene tree, then edit a node:
godot-mcp get_editor_scene_structure --include-properties true --max-depth 2
godot-mcp update_node_property --node-path "./World/Enemy" --property "position" --value "[100,200]"
Node path conventions
- Editor scene nodes use absolute paths starting with
./:./World/Enemy,./UI/ScoreLabel. The scene root is".". - Scripts, scenes, and resources use
res://paths:res://scenes/main.tscn. - Runtime tools (running game) use
/root/...paths:/root/TestMainScene/Player.
Workflows
Inspect tree, inspect node, edit, validate
-
See the hierarchy:
godot-mcp get_editor_scene_structure --include-scripts true -
Read one node's properties:
godot-mcp get_node_properties --node-path "./Player" -
Edit a property or transform:
godot-mcp update_node_property --node-path "./Player" --property "modulate" --value "[1,0,0,1]" godot-mcp update_node_transform --node-path "./Player" --position "[512,256]" --rotation 0.5 --scale "[2,2]" -
Validate the scene and check configuration warnings:
godot-mcp validate_scene --scene-path "res://scenes/main.tscn" godot-mcp get_node_warnings
Build a new scene from scratch
godot-mcp create_scene --path "res://scenes/shop.tscn" --root-node-type "Control"
godot-mcp open_scene --path "res://scenes/shop.tscn"
godot-mcp create_node --parent-path "." --node-type "Label" --node-name "Title"
godot-mcp update_node_property --node-path "./Title" --property "text" --value "Shop"
godot-mcp save_scene
See what a scene looks like
godot-mcp capture_scene --scene-path "res://scenes/main.tscn" --width 1280 --height 720
Capture returns a PNG image plus a text summary. Without --scene-path, the scene open in the editor is captured. By default Godot writes the PNG to user://mcp_captures/ and the server reads it back; pass --return-base64 true only when the image must travel over the WebSocket. Captures above 4,000,000 pixels are refused unless --allow-large true.
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.
- 12d ago First seen · 79 lines · 76 tokens per session scan A 8541d824b1fe
godot-scene-editing is a skill published in the GitHub repository nguyenchiencong/godot-mcp-cli (11 stars, last pushed 7d ago), licensed MIT. It adds 76 tokens to every session and 882 once invoked, about $0.0004 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 2026-08-31.
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