godot-builder
Expert-level toolkit for modular Godot 4.7+ CLI automation and headless build orchestration.
Skill by bgrenat
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: design, devops
Reviews
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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
- Runs as
- Python package
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/godot-builder
What's inside
- Skill name
godot-builder- Description
- Expert-level toolkit for modular Godot 4.7+ CLI automation and headless build orchestration. Use when you need to: (1) Build complex scene trees or UI layouts programmatically, (2) Automate expert 3D asset pipelines (glTF to Collision), (3) Optimize procedural geometry headlessly (CSG to Static Mesh), or (4) Engineer production-grade CI/CD pipelines. Set GODOT_PATH env var for custom engine location. Keywords: Godot CLI, headless, CI, export, builder, 4.7.
- License
- LGPL-3.0
- Instructions
- 95 lines in SKILL.md · view on GitHub
Before installing
- Ships executable scripts
Files (31)
- SKILL.md
- base.cpython-313.pyc · scripts/__pycache__/
- add_node.py · scripts/
- asset_reimport_utility.gd · scripts/
- base.py · scripts/
- ci_export_prepper.gd · scripts/
- ci_exporter.py · scripts/
- collision_generator.py · scripts/
- config_compiler.py · scripts/
- create_scene.py · scripts/
- csg_optimizer.py · scripts/
- export_mesh_library.py · scripts/
- get_debug_output.py · scripts/
- get_godot_version.py · scripts/
- get_project_info.py · scripts/
- get_uid.py · scripts/
- gltf_processor.py · scripts/
- import_automator.py · scripts/
- launch_editor.py · scripts/
- list_projects.py · scripts/
- load_sprite.py · scripts/
- navmesh_baker.py · scripts/
- orphan_asset_scanner.gd · scripts/
- profile_generator.py · scripts/
- run_project.py · scripts/
- save_scene.py · scripts/
- stop_project.py · scripts/
- test_runner.py · scripts/
- tilemap_generator.py · scripts/
- ui_assembler.py · scripts/
- update_project_uids.py · scripts/
SKILL.md (first lines)
# Godot Builder Skill The `godot-builder` skill provides an expert-grade foundation for programmatic game development and headless automation using the Godot 4.7-stable CLI. Override paths via `GODOT_PATH` and `GODOT_CONSOLE_PATH` environment variables. ## Expert Automation Mindset - **Headless Isolation via XDG**: When running multiple concurrent Godot instances, always override `XDG_DATA_HOME` and `XDG_CONFIG_HOME` to prevent cache corruption between instances. - **Cache Invalidation (Force Import)**: Programmatically delete the `.godot/imported/` directory to force the engine to re-evaluate modified global import settings. - **Explicit Ownership**: Scene nodes MUST have their `owner` property set to the scene root, or they will be discarded during serialization. - **Latency-Sensitive Multi-threading**: GPU interactions (textures, image data) must stay on the main thread to avoid pipeline stalls and deadlocks. ## Hardened Anti-Patterns (NEVER List) - **NEVER** save runtime-generated UIDs headlessly; `ResourceSaver.save()` does NOT serialize UIDs in headless mode. Invoke `godot -e --headless --import` as a post-process. - **NEVER** use `Resource.duplicate(true)` in Godot 4.4+; use `duplicate_deep(Resource.DEEP_DUPLICATE_ALL)` to prevent procedural state-bleed. - **NEVER** hardcode `.tscn` or `.tres` extensions; always load via `uid://` or without extensions to avoid failures in exported binary builds. - **NEVER** execute GPU-bound calls on secondary threads. Use `RenderingServer.call_on_render_thread()`. - **NEVER** enable the Shader Baker for Dedicated Server builds; the headless backend ignores it. - **NEVER** call `ResourceUID.set_id()` without calling `has_id()` first; it causes a fatal CLI crash. - **NEVER** skip `RenderingServer.canvas_item_reset_physics_interpolation()` when programmatically moving low-level CanvasItems on their first frame; failure causes visual desync between rendering and physics systems. ## Expert Automation Workflows ### Workflow #1: The Hardened 3D Asset Pipeline **Purpose**: Automates the ingestion of raw 3D assets into production-ready scenes with accurate physics collisions. - **Sequence**: `gltf_processor.py` -> `collision_generator.py` -> `save_scene.py`. - **Expert Defense**: Sets explicit `owner` for every node. Forces a final headless import to fix the missing UID serialization. ### Workflow #2: Procedural Level Optimization & 4.4+ Scaling **Purpose**: Generates optimized procedural level chunks without shared resource state corruption between instances. - **Sequence**: `csg_optimizer.py` -> `duplicate_deep(ALL)` -> `navmesh_baker.py`. - **Expert Defense**: Uses `duplicate_deep` to isolate materials/resources. Bakes CSG to static geometry before triggering NavMesh pathfinding. ### Workflow #3: Production CI/CD & Force-Import Validation **Purpose**: Validates cross-platform builds and ensures global project settings (VRAM compression) are strictly applied. - **Sequence**: `rm -rf .godot/imported` -> `test_runner.py` -> `profile_generator.py` -> `ci_exporter.py`. - **Expert Defense**: Forces full re-import to validate asset compression. Isolates CI runs via XDG variables. Injects secure keystore paths from environment variables. --- ## Automation & CI/CD Pipelines (Godot 4.7) Professional Godot building requires a "Zero-Touch" philosophy for assets and binary exports. ### 1. Programmatic Asset Re-import - **NEVER** manually select 500 textures to change their compression. - Use `ConfigFile` to mutate `.import` files and `EditorFileSystem.reimport_files()` to trigger a batch update on the main thread safely. ### 2. Orphan Asset Detection (Slop Scan) - **NEVER** trust `res://` is clean. Over time, deleted scenes leave behind orphaned textures and sounds that bloat the final build. - Use `ResourceLoader.get_dependencies()` to recursively trace exactly which assets are linked to your "Main Scene" and flag anything else as slop. ### 3. Headless CI/CD Context - Use `--headless --script` for versioning tasks (mutating `export_presets.cfg`) before running the final `--export-release`. - **Tip**: Always call `quit()` at the end of a headless script, or your CI runner will hang indefinitely. --- ## Full Modular Skill Index (25 Scripts) ### Project & Process Management 1. **launch_editor.py**: Opens the Godot visual editor for the project. 2. **run_project.py**: Launches the game project in debug or release mode. 3. **get_debug_output.py**: Captures and redirects engine logs to the terminal. 4. **stop_project.py**: Safely terminates a running Godot instance via its PID. 5. **get_godot_version.py**: Retrieves the specific engine version and build info. 6. **list_projects.py**: Recursively scans directories to identify Godot project roots. 7. **get_project_info.py**: Parses `project.godot` to retrieve metadata (display, features). 8. **ci_exporter.py**: Orchestrates multi-platform release exports headlessly. 9. **ci_export_prepper.gd**: Headless versioning script for `export_presets.cfg`. 10. **profile_generator.py**: Generates feature profiles for module-stripping optimization. ### Scene & Dynamic Building 11. **create_scene.py**: Programmatically creates new `.tscn` resource files. 12. **add_node.py**: Instantiates and appends nodes to an existing scene tree. 13. **load_sprite.py**: Dynamically assigns and configures textures for Sprite2D nodes. 14. **save_scene.py**: Safely packs and persists the current node tree to disk. 15. **gltf_processor.py**: Headlessly converts raw `.glb/.gltf` assets into Godot Scenes. 16. **csg_optimizer.py**: Bakes procedural CSG boolean operations into static meshes. 17. **tilemap_generator.py**: Procedurally builds TileMapLayer grids from JSON data. 18. **ui_assembler.py**: Constructs complex GUI layouts from standardized JSON structures. 19. **navmesh_baker.py**: Executes asynchronous headless NavMesh pathfinding baking. 20. **collision_generator.py**: Generates `ConcavePolygonShape3D` physics from mesh data. 21. **orphan_asset_scanner.gd**: Recursive dependency tracer for identifying unused resources. ### Automation & Utilities 22. **get_uid.py**: Retrieves the `uid://` identifier for a specific resource path. 23. **update_project_uids.py**: Re-scans and synchronizes all project resource UIDs. 24. **config_compiler.py**: Compiles JSON/CSV data into optimized `.cfg` config files. 25. **import_automator.py**: Programmatically configures import settings for directory batches. 26. **asset_reimport_utility.gd**: Expert batch re-importer for enforcing project-wide settings. 27. **test_runner.py**: Executes headless unit and integration tests (GUT/doctest). 28. **export_mesh_library.py**: Converts 3D scenes into `.meshlib` resources for GridMaps.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Oct 12, 2026 (17 days ago)
- Last release
- Oct 12, 2026 (17 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
godot-builder skill. Agent Mart. https://agentmart.dev/skills/bgrenat-godot-builder (last updated 2026-10-24)