godot-plugin
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.
Why use this skill?
Automate your Godot 4 game development with the OpenClaw Godot Plugin. Manage scenes, nodes, transforms, and test gameplay with AI-driven editor control.
Install via CLI (Recommended)
clawhub install openclaw/skills/skills/tomleelive/openclaw-godot-skillWhat This Skill Does
The godot-plugin skill empowers your OpenClaw agent to act as a seamless extension of the Godot 4.x Editor. By interacting with the Godot Engine API through an installed gateway extension, it enables automated game development workflows. This skill supports over 80 node types and provides comprehensive control over scene management, transform manipulations, input simulation, and real-time debugging. It acts as an autonomous developer assistant capable of building, modifying, testing, and troubleshooting game scenes without manual editor navigation.
Installation
To begin, ensure the Godot project environment is prepared. Execute clawhub install openclaw/skills/skills/tomleelive/openclaw-godot-skill to fetch the skill. If the godot_execute tool is not immediately visible, navigate to the skill directory and run ./scripts/install-extension.sh to install the required gateway extension into your Godot project. Finalize the setup by running openclaw gateway restart to establish communication between the agent and the editor.
Use Cases
This skill is designed for rapid game prototyping and iterative development. Use it to automatically scaffold complex scene hierarchies, adjust object positions and rotations precisely, and verify gameplay loops via programmatic input simulation. It is particularly effective for mass-renaming or updating node properties across multiple scenes, generating automated test screenshots, and parsing engine logs to isolate runtime crashes or script errors during development.
Example Prompts
- "Open the MainLevel.tscn, find the Player node, set its position to (500, 200), and save the scene."
- "Play the current scene, simulate a jump action, wait for 2 seconds, take a screenshot, and then stop the editor."
- "List all errors in the console logs from the last 20 entries to help me debug the recent physics glitch."
Tips & Limitations
Always ensure the Godot editor is open before triggering commands, as the bridge requires an active instance to process instructions. While the tool supports 80+ node types, complex custom shaders or highly specialized external plugins might require manual intervention. Use the node.getData tool frequently to verify the internal pathing of nodes before applying bulk transformations. When dealing with logs, note that the tool reads from the engine file output; therefore, there may be a slight millisecond latency in log visibility. Always save your scenes after significant bulk modifications.
Metadata
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Find the right skillPaste this into your clawhub.json to enable this plugin.
{
"plugins": {
"official-tomleelive-openclaw-godot-skill": {
"enabled": true,
"auto_update": true
}
}
}Tags(AI)
Flags: file-write, file-read, code-execution
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