Individual skill

scenario-godot-pipeline-automation

Use when Godot 4.7 work must run without a mouse or at scale: batch import of hundreds of GLB props or an AI image-to-3D art drop, naming rules, import presets and post-import scripts, editor plugins, EditorScript and @tool, EditorImportPlugin, GUT or gdUnit4 tests in CI, a GitHub Actions export workflow, GDExtension basics, or a Godot MCP server; also when --import is slow, textures stay uncompressed, tests pass locally but CI fails, or an export ships test folders.

skills/game-engines/godot/scenario-godot-pipeline-automation/SKILL.md

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Nov 10, 2026
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# Godot pipeline automation (tools and build engineer)

Target: Godot 4.7.2.stable, macOS Apple Silicon, gdUnit4 6.2.1.

Expert level here means every step a human would click is a command that CI can run twice with the
same result, and every result is checked by a test that has been seen failing. The tools engineer
owns the path from an art drop or a commit to a tested export: ingest, import, editor tooling,
tests, CI, native extensions and agent channels. If a sibling skill named here is missing from your
available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.

**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run` and `gd_env`, the review loop,
4.7 traps). This skill adds [`scripts/gd_pipeline.py`](scripts/gd_pipeline.py) and the AgentKit
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