Individual skill

scenario-godot-expert

Use when an agent drives Godot 4.7 on macOS or Windows for any task: headless --script jobs, --import, --check-only, command-line exports, GUT tests, windowed screenshots, the headless editor (-e) or an MCP server into a running editor; when a run hangs or fails silently, a capture is black, Godot 3 code breaks in 4.x, 'Identifier not found', export templates are missing; or when a Godot brief (2D, 3D, shaders, VFX, UI, multiplayer, export) must go to the right scenario-godot-* specialist.

skills/game-engines/godot/scenario-godot-expert/SKILL.md

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Network or broad shell
Last checked
Nov 9, 2026

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3,658
Repository last updated
Nov 9, 2026
License
MIT

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# Godot expert (technical director and agent protocol)

Target: Godot 4.7.2.stable (standard build, no C#), macOS Apple Silicon with Metal by default, or
Windows with D3D12.

Expert Godot work is a loop run against evidence: set the budget, build one stage, measure it, look
at it, fix it, advance. An agent without a mouse gets there by picking the right channel, passing
only on a machine-readable result, and never trusting one signal alone. This skill is that protocol,
the shared toolkit every scenario-godot-* skill calls ([`scripts/`](scripts/)), and the map of the
team. 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.

**Status (2026-10-02):** every toolkit function below ran in Godot 4.7.2 here (23 live tests, 17
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