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 XOVIET-GAME/godot-mcp --skill godot-live-editgit clone --depth 1 https://github.com/XOVIET-GAME/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/xoviet-game/godot-mcp/godot-live-edit)<a href="https://agentmods.dev/skills/xoviet-game/godot-mcp/godot-live-edit"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-live-edit/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/xoviet-game/godot-mcp/godot-live-edit"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-live-edit.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 | $0.00029 | $0.01952 |
| Opus 5 | $0.00015 | $0.00976 |
| Sonnet 5 | $0.00006 | $0.00390 |
| Haiku 4.5 | $0.00003 | $0.00195 |
Grade A, and why
godot-live-edit 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.
How it starts
The opening of the file, as written. The whole thing — 272 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Live Project Editing
Use this skill for a tight inspect → edit → validate → run → verify loop in a Godot 4 project. It targets the MCP surface implemented by this repository, not an editor plugin API.
Transport boundary
This repository does not provide a live editor AI Bridge. TCP port 6550 is not a transport used by this server, and there is no editor connection step to perform. The server launches Godot itself, injects its runtime interaction autoload into the project, and connects to that runtime interaction server on 127.0.0.1:9090.
All calls use the public grouped MCP tools:
godot_catalog
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
system_manage
Call godot_catalog first, optionally with {"domain":"scene"}, then call the selected manager with the required envelope:
{
"op": "<operation from the catalog>",
"params": { }
}
op is an operation value, not an MCP tool name. params is required even when the operation takes no arguments. The catalog returned by this repository is the source of truth when an operation schema is unclear.
Inspect before editing
Use absolute projectPath values for project-backed operations. Scene and file paths are relative to the project unless the operation description says otherwise.
{
"tool": "core_manage",
"arguments": {
"op": "get_project_info",
"params": { "projectPath": "C:/games/demo" }
}
}
Read a scene without starting Godot:
{
"tool": "scene_manage",
"arguments": {
"op": "read_scene",
"params": {
"projectPath": "C:/games/demo",
"scenePath": "res://scenes/main.tscn"
}
}
}
For project settings or files, use project_manage with read_project_settings or list_project_files, and filesystem_manage with read_file. Do not assume a node path: reacquire the scene tree or scene JSON after structural edits.
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.
- 11d ago First seen · 272 lines · 29 tokens per session scan A eafb537a8830
godot-live-edit is a skill published in the GitHub repository XOVIET-GAME/godot-mcp (0 stars, last pushed 1mo ago), licensed MIT. It adds 29 tokens to every session and 1,952 once invoked, about $0.0001 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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.