通过 MCP 客户端驱动正在运行的 Unreal Engine 编辑器,管理关卡、Actor、PIE 与控制台命令。
数据分析
Openclaw Godot Skill
通过 30 个内置工具驱动 Godot 4.x 编辑器,覆盖场景、节点、变换、输入模拟、截图和日志。
它能做什么
通过插件的 `godot_execute` 接口向运行中的 Godot 4.x 编辑器发送命令。可创建和删除场景与节点(支持 80+ 种节点类型)、读写属性(自动转换为 Vector2/Vector3)、设置变换、在 Play 模式下模拟键鼠和 Input Map 操作、截取视口、查看场景树与控制台日志。两种连接方式:通过 WebSocket 连接 OpenClaw Gateway(Telegram、Discord 等远程通道),或本地 MCP HTTP 桥接(端口 27183,配合 Claude Code、Cursor 等本地 AI 工具)。返回编辑器状态、项目元数据、截图与日志内容;涉及修改、删除、保存等操作需先与用户确认。
什么时候用它
- 脚本化创建场景并添加节点
- 在 Play 模式下模拟输入驱动自动化测试
- 查看场景树、捕获视口截图辅助调试
- 读取 Godot 控制台中的错误与警告
技能文档
Godot Plugin Skill
Control Godot 4.x Editor through 30 built-in tools. Supports 80+ node types.
Connection Modes
Mode A: OpenClaw Gateway (Remote)
For Telegram, Discord, and other OpenClaw channels:
- Plugin connects TO Gateway via WebSocket
- Gateway URL: configurable in Godot dock UI
- Best for: remote access, mobile messaging
Mode B: MCP Bridge (Local)
For Claude Code, Cursor, and local AI tools:
- Built-in HTTP server in Godot Plugin
- Start: Click "Start MCP" in dock UI (port 27183)
- Add to Claude Code:
claude mcp add godot -- node /MCP~/index.js
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.
Quick Reference
Core Tools
| Category | Key Tools |
|---|---|
| Scene | scene.create, scene.getCurrent, scene.open, scene.save |
| Node | node.find, node.create, node.delete, node.getData |
| Transform | transform.setPosition, transform.setRotation, transform.setScale |
| Debug | debug.tree, debug.screenshot, console.getLogs |
| Input | input.keyPress, input.mouseClick, input.actionPress |
| Editor | editor.play, editor.stop, editor.getState |
Common Workflows
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})
Tool Categories
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 infoscene.list- List all .tscn/.scn filesscene.open- Open scene by pathscene.save- Save current scenescene.create- Create new scene {rootType: "Node2D"|"Node3D"|"Control", name: "SceneName"}
Node (6 tools)
node.find- Find by name, type, or groupnode.create- Create node (80+ types: CSGBox3D, MeshInstance3D, ColorRect, etc.)node.delete- Delete node by pathnode.getData- Get node info, children, transformnode.getProperty- Get property valuenode.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 sceneeditor.stop- Stop playingeditor.pause- Toggle pauseeditor.getState- Get playing state, version, project name
Debug (3 tools)
debug.screenshot- Capture viewportdebug.tree- Get scene tree as textdebug.log- Print message
Input (7 tools) - For Game Testing
input.keyPress- Press and release key {key: "W"}input.keyDown- Hold key downinput.keyUp- Release keyinput.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 filesscript.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
| Type | Description |
|---|---|
Node2D | 2D spatial |
Node3D | 3D spatial |
Sprite2D | 2D sprite |
CharacterBody2D | 2D character |
CharacterBody3D | 3D character |
RigidBody2D/3D | Physics body |
Area2D/3D | Trigger area |
Camera2D/3D | Camera |
Label, Button | UI elements |
Tips
Input Simulation
- Only works during Play mode
- Use
input.actionPressfor mapped actions (from Input Map) - Use
input.keyPressfor 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}} # → Vector2(2, 2)
Console Logs
console.getLogs {limit: 50} # Last 50 lines
console.getLogs {type: "error"} # Errors only
console.getLogs {type: "warning"} # Warnings only
🔐 Security: Model Invocation Setting
When publishing to ClawHub, you can configure disableModelInvocation:
| Setting | AI Auto-Invoke | User Explicit Request |
|---|---|---|
false (default) | ✅ Allowed | ✅ Allowed |
true | ❌ Blocked | ✅ 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.)
As of v1.2.10 this skill ships with disableModelInvocation: true — it runs only on explicit user request.
Security & Privacy Disclosure
This skill drives a live Godot Editor. Full disclosure of capabilities and current limitations:
- Local HTTP bridge has no authentication (current limitation): the MCP bridge (port 27183) accepts requests without auth or origin restriction. Keep it bound to localhost and never expose the port on shared or public networks — any local process could otherwise send editor commands. Token authentication and origin allow-listing are on the roadmap.
- Destructive operations — confirm with the user before: modifying/deleting nodes, saving scenes, simulating input. Keep the project under version control before automation sessions.
- Data visibility: tools can read and transmit project name, engine version, scene structure, script contents, and viewport screenshots to the connected agent. Don't use on projects whose contents must not leave the machine.
- Trigger scope: routine-sounding requests ("clean up the scene", "save everything") map to state-changing editor operations — confirm once before the first state-changing call in a session.
License
Apache-2.0 — See LICENSE.md
常见问题
- 非 Play 模式下能模拟输入吗?
- 不能。文档明确说明 input 模拟(按键、鼠标、Input Map 操作)只在 Play 模式下生效。
- 本地 MCP 桥接有身份验证吗?
- 没有。文档披露 27183 端口的 MCP 桥接不校验请求来源,建议仅绑定 localhost,不要暴露到共享或公网环境。
- AI 代理会自动调用这些工具吗?
- 不会。截至 v1.2.10,该技能默认 disableModelInvocation: true,仅在用户明确请求时执行。
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