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Godot Skill

Control Godot Editor via OpenClaw Godot Plugin. Use for Godot game development tasks including scene management, node manipulation, input simulation, debugging, and editor control. Triggers on Godot-related requests like inspecting scenes, creating nodes, taking screenshots, testing gameplay, or controlling the editor.

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Control Godot Editor via OpenClaw Godot Plugin. Use for Godot game development tasks including scene management, node manipulation, input simulation, debugging, and editor control. Triggers on Godot-related requests like inspecting scenes, creating nodes, taking screenshots, testing gameplay, or controlling the editor.

⬇ 0 downloads β˜… 0 stars Unverified but indexed

Install for OpenClaw

Quick setup
  1. Download the package from Yavira.
  2. Extract the archive and review SKILL.md first.
  3. Import or place the package into your OpenClaw setup.

Requirements

Target platform
OpenClaw
Install method
Manual import
Extraction
Extract archive
Prerequisites
OpenClaw
Primary doc
SKILL.md

Package facts

Download mode
Yavira redirect
Package format
ZIP package
Source platform
Tencent SkillHub
What's included
README.md, SKILL.md, scripts/install-extension.sh, extension/index.ts, extension/openclaw.plugin.json, extension/package.json

Validation

  • Use the Yavira download entry.
  • Review SKILL.md after the package is downloaded.
  • Confirm the extracted package contains the expected setup assets.

Install with your agent

Agent handoff

Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.

  1. Download the package from Yavira.
  2. Extract it into a folder your agent can access.
  3. Paste one of the prompts below and point your agent at the extracted folder.
New install

I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Then review README.md for any prerequisites, environment setup, or post-install checks. Tell me what you changed and call out any manual steps you could not complete.

Upgrade existing

I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Then review README.md for any prerequisites, environment setup, or post-install checks. Summarize what changed and any follow-up checks I should run.

Trust & source

Release facts

Source
Tencent SkillHub
Verification
Indexed source record
Version
1.2.7

Documentation

ClawHub primary doc Primary doc: SKILL.md 24 sections Open source page

Godot Plugin Skill

Control Godot 4.x Editor through 30 built-in tools. Supports 80+ node types.

First-Time Setup

If godot_execute tool is not available, install the gateway extension: # From skill directory ./scripts/install-extension.sh # Restart gateway openclaw gateway restart The extension files are in extension/ directory.

Core Tools

CategoryKey ToolsScenescene.create, scene.getCurrent, scene.open, scene.saveNodenode.find, node.create, node.delete, node.getDataTransformtransform.setPosition, transform.setRotation, transform.setScaleDebugdebug.tree, debug.screenshot, console.getLogsInputinput.keyPress, input.mouseClick, input.actionPressEditoreditor.play, editor.stop, editor.getState

1. Scene Creation

Use godot_execute tool: godot_execute(tool="scene.create", parameters={rootType: "Node2D", name: "Level1"}) godot_execute(tool="node.create", parameters={type: "CharacterBody2D", name: "Player"}) godot_execute(tool="scene.save")

2. Find & Modify Nodes

godot_execute(tool="node.find", parameters={name: "Player"}) godot_execute(tool="node.getData", parameters={path: "Player"}) godot_execute(tool="transform.setPosition", parameters={path: "Player", x: 100, y: 200})

3. Game Testing with Input

godot_execute(tool="editor.play") godot_execute(tool="input.keyPress", parameters={key: "W"}) godot_execute(tool="input.actionPress", parameters={action: "jump"}) godot_execute(tool="debug.screenshot") godot_execute(tool="editor.stop")

4. Check Logs

godot_execute(tool="console.getLogs", parameters={limit: 50}) godot_execute(tool="console.getLogs", parameters={type: "error", limit: 20})

Console (2 tools)

console.getLogs - Get logs from Godot log file {limit: 100, type: "error"|"warning"|""} console.clear - Placeholder (logs can't be cleared programmatically)

Scene (5 tools)

scene.getCurrent - Get current scene info scene.list - List all .tscn/.scn files scene.open - Open scene by path scene.save - Save current scene scene.create - Create new scene {rootType: "Node2D"|"Node3D"|"Control", name: "SceneName"}

Node (6 tools)

node.find - Find by name, type, or group node.create - Create node (80+ types: CSGBox3D, MeshInstance3D, ColorRect, etc.) node.delete - Delete node by path node.getData - Get node info, children, transform node.getProperty - Get property value node.setProperty - Set property value (Vector2/3 auto-converted)

Transform (3 tools)

transform.setPosition - Set position {x, y} or {x, y, z} transform.setRotation - Set rotation (degrees) transform.setScale - Set scale

Editor (4 tools)

editor.play - Play current or custom scene editor.stop - Stop playing editor.pause - Toggle pause editor.getState - Get playing state, version, project name

Debug (3 tools)

debug.screenshot - Capture viewport debug.tree - Get scene tree as text debug.log - Print message

Input (7 tools) - For Game Testing

input.keyPress - Press and release key {key: "W"} input.keyDown - Hold key down input.keyUp - Release key input.mouseClick - Click at position {x, y, button: "left"|"right"|"middle"} input.mouseMove - Move mouse to position {x, y} input.actionPress - Press input action {action: "jump"} input.actionRelease - Release input action

Script (2 tools)

script.list - List .gd files script.read - Read script content

Resource (1 tool)

resource.list - List files by extension

Supported Keys for Input

A-Z, 0-9, SPACE, ENTER, ESCAPE, TAB, BACKSPACE, DELETE UP, DOWN, LEFT, RIGHT SHIFT, CTRL, ALT F1-F12

Node Types for Creation

TypeDescriptionNode2D2D spatialNode3D3D spatialSprite2D2D spriteCharacterBody2D2D characterCharacterBody3D3D characterRigidBody2D/3DPhysics bodyArea2D/3DTrigger areaCamera2D/3DCameraLabel, ButtonUI elements

Input Simulation

Only works during Play mode Use input.actionPress for mapped actions (from Input Map) Use input.keyPress for direct key simulation

Finding Nodes

node.find {name: "Player"} # By name substring node.find {type: "Sprite2D"} # By exact type node.find {group: "enemies"} # By group

Vector Properties

node.setProperty auto-converts dictionaries to Vector2/Vector3: {path: "Cam", property: "zoom", value: {x: 2, y: 2}} # β†’ Vector2(2, 2)

Console Logs

console.getLogs {limit: 50} # Last 50 lines console.getLogs {type: "error"} # Errors only console.getLogs {type: "warning"} # Warnings only

πŸ” Security: Model Invocation Setting

When publishing to ClawHub, you can configure disableModelInvocation: SettingAI Auto-InvokeUser Explicit Requestfalse (default)βœ… Allowedβœ… Allowedtrue❌ Blockedβœ… Allowed

Recommendation: true

Reason: During Godot development, it's useful for AI to autonomously perform supporting tasks like checking scene tree, taking screenshots, and inspecting nodes. When to use true: For sensitive tools (payments, deletions, message sending, etc.)

Category context

Code helpers, APIs, CLIs, browser automation, testing, and developer operations.

Source: Tencent SkillHub

Largest current source with strong distribution and engagement signals.

Package contents

Included in package
2 Docs2 Scripts2 Config
  • SKILL.md Primary doc
  • README.md Docs
  • extension/index.ts Scripts
  • scripts/install-extension.sh Scripts
  • extension/openclaw.plugin.json Config
  • extension/package.json Config