godot-live-edit

godot-live-edit is a skill for Claude Code from XOVIET-GAME/godot-mcp. It costs 29 tokens per session (1,952 once invoked), scanned A, original, MIT.

A guide and tool workflow for inspecting, editing, running, and checking Godot projects through a grouped MCP API. MCP is a way for an agent to call tools provided by another program.

In plain words
What is it for?
Editing Godot files and scenes, controlling nodes, testing input, checking validation, and verifying graphics, audio, physics, animation, cameras, interfaces, signals, and runtime behavior.
Why use it?
It defines a clear inspect, edit, run, and verify loop and explains how the Godot server starts and connects to the running project.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

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

Good fit Editing Godot files and scenes, controlling nodes, testing input, checking validation, and verifying graphics, audio, physics, animation, cameras, interfaces, signals, and runtime behavior.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xoviet-game/godot-mcp/godot-live-edit
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-live-edit
Clone the repo
git clone --depth 1 https://github.com/XOVIET-GAME/godot-mcp

Made for: Claude Code.

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-live-edit

README.md
[![agentmods](https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-live-edit/github.svg)](https://agentmods.dev/skills/xoviet-game/godot-mcp/godot-live-edit)
Your own site
<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.

agentmods 80×15 button for godot-live-edit

Your own site · 80×15
<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>
Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,952 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 $0.00029 $0.01952
Opus 5 $0.00015 $0.00976
Sonnet 5 $0.00006 $0.00390
Haiku 4.5 $0.00003 $0.00195

Measured 11d ago against content hash eafb537a8830, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

references/skills/godot-live-edit/SKILL.md · 272 lines

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.

Read the full file on GitHub · 272 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 · 272 lines · 29 tokens per session scan A eafb537a8830

Subscribe to this mod's changes

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.

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