godot-interactive

godot-interactive is a skill for Claude Code, Codex from XOVIET-GAME/godot-mcp. It costs 33 tokens per session (1,990 once invoked), scanned A, original, MIT.

A guide and tool workflow for inspecting, editing, running, debugging, and automating Godot 4 projects.

In plain words
What is it for?
Changing Godot project files, scenes, nodes, signals, animations, cameras, physics, graphics, audio, user interfaces, networking, and runtime input.
Why use it?
It supports a repeatable way to make a change, run the game, inspect its behavior, and check the resulting diagnostics.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the godot-claude-skills plugin — 5 skills shipped together

Good fit Changing Godot project files, scenes, nodes, signals, animations, cameras, physics, graphics, audio, user interfaces, networking, and runtime input.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xoviet-game/godot-mcp/godot-interactive
Install

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.

Any agent
npx skills add XOVIET-GAME/godot-mcp --skill godot-interactive
Clone the repo
git clone --depth 1 https://github.com/XOVIET-GAME/godot-mcp

Made for: Claude Code, Codex.

Or install godot-claude-skills, the plugin that ships this one along with the rest of its 5 skills.

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-interactive

README.md
[![agentmods](https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-interactive/github.svg)](https://agentmods.dev/skills/xoviet-game/godot-mcp/godot-interactive)
Your own site
<a href="https://agentmods.dev/skills/xoviet-game/godot-mcp/godot-interactive"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-interactive/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.

agentmods 80×15 button for godot-interactive

Your own site · 80×15
<a href="https://agentmods.dev/skills/xoviet-game/godot-mcp/godot-interactive"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-interactive.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,990 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 $0.00033 $0.01990
Opus 5 $0.00016 $0.00995
Sonnet 5 $0.00007 $0.00398
Haiku 4.5 $0.00003 $0.00199

Measured 10d ago against content hash e0994a4e38c4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

godot-interactive 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.

references/skills/godot-interactive/SKILL.md · 234 lines

How it starts

The opening of the file, as written. The whole thing — 234 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Interactive Workflow

Use this skill for repeatable Godot project interaction: inspect the current files, make a bounded change, run the game, send input, collect state and diagnostics, and leave an evidence-backed result.

Current MCP surface

This repository exposes one catalog tool and eighteen grouped tools. The grouped tools are:

core_manage, project_manage, scene_manage, filesystem_manage, validation_manage, runtime_manage, node_manage, input_manage, signal_manage, animation_manage, camera_manage, physics_manage, render_2d_manage, render_3d_manage, audio_manage, ui_manage, network_manage, and system_manage.

Start with:

{ "domain": "runtime" }

passed to godot_catalog. The response lists the exact operation names and schemas for that domain. Then call the matching grouped tool:

{
  "op": "game_wait",
  "params": { "frames": 5, "frameType": "render" }
}

The outer object is passed to runtime_manage. Never promote an operation name into a standalone MCP tool name, and always include params as an object.

Transport and lifecycle

There is no editor-side AI Bridge in this repository and no editor connection API on TCP port 6550. The server launches the Godot project, copies/injects its interaction autoload, and connects to the runtime interaction server at 127.0.0.1:9090. Runtime commands only work after a project is running and the injected server has initialized.

Start a project with:

{
  "op": "run_project",
  "params": {
    "projectPath": "C:/games/demo",
    "scene": "res://scenes/main.tscn"
  }
}

passed to core_manage. The scene parameter is optional. Stop it with { "op": "stop_project", "params": {} }. Use { "op": "get_debug_output", "params": {} } on core_manage for captured stdout/stderr. There is no separate connect, disconnect, editor refresh, or editor-save phase in this public tool tree.

Session loop

1. Establish a baseline

Inspect project metadata and persisted scene structure before changing anything:

Read the full file on GitHub · 234 lines

Files

What ships with it

4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 234 lines · 33 tokens per session scan A e0994a4e38c4

Subscribe to this mod's changes

godot-interactive is a skill published in the GitHub repository XOVIET-GAME/godot-mcp (0 stars, last pushed 1mo ago), licensed MIT. It adds 33 tokens to every session and 1,990 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 2026-08-31.

Related

Other skills, from other repositories

minecraft-debug-mcp

Operate and debug the live Minecraft bot through its built-in MCP REPL server. Use when work requires starting the bot with pnpm dev, connecting to the local MCP endpoint, inspecting cognitive state/logs/history, injecting synthetic chat/events, or running targeted REPL code against the running brain during…

moeru-ai/airi · 68 tokens

graphics-api-hooking

Analyze Direct3D/DXGI, OpenGL, and Vulkan rendering, presentation, composition, and capture evidence. Use to distinguish API samples, PresentMon event metrics, Tracy instrumentation, compatibility translation, frame images, and validation diagnostics; review swap chains, overlays, resource lifetime, and…

gmh5225/awesome-game-security · 90 tokens

console-get-logs

Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.

IvanMurzak/Unity-MCP · 35 tokens

editor-application-get-state

Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.

IvanMurzak/Unity-MCP · 31 tokens

console-clear-logs

Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.

IvanMurzak/Unity-MCP · 41 tokens

profiler-start

Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.

IvanMurzak/Unity-MCP · 32 tokens