claude

godot-ai-sidebar

Godot 4 game-development skills (runtime verification, per-genre visual polish, scene authoring, debugging, refactor) and /godot-connect for the sidebar's MCP bridge.

1 on GitHubby Halil Emrev3.0.0GPL-3.0-onlyupdated 1 month ago
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Plugin godot-ai-sidebar from marketplace godot-ai-sidebar in halilogia/Godot-AI-Sidebar-eski. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (11)

  • godot-animation

    Animate things in a Godot 4 game - bobbing, fading, popping, walk cycles, door and UI animations, state-driven character animation. Use when the task needs movement over time: choose between Tween, AnimationPlayer (clips written into the .tscn) and AnimationTree, and verify the result in the running

  • godot-blender-assets

    Make 3D models, props, characters and animation in Blender (Blender Copilot) and bring them into the Godot project as .glb files. Use when a game needs a 3D asset that is more than a box or sphere (crate, tree, house, car, person, robot), when the user mentions Blender, or when blender_call is avail

  • godot-debug-and-repair

    Diagnose and fix errors, crashes and wrong behavior in a Godot 4 game using the Godot AI Sidebar tools (runtime errors, live scene tree, screenshots). Use when the game shows errors, does not start, behaves incorrectly or looks wrong.

  • godot-feature-development

    Build or change a gameplay feature in a Godot 4 project through the Godot AI Sidebar tools. Use when the user asks for a new mechanic, system, scene, UI or behavior change in a Godot game.

  • godot-headless-ci

    Prepare and verify Godot projects with headless editor imports, script and scene compilation, test runners, or CI workflows. Use when a user asks about CI, headless Godot execution, command-line failures, or repeatable engine validation; do not use for runtime visual acceptance alone.

  • godot-refactor

    Restructure Godot 4 code or scenes without changing behavior (split scripts, move files, rename classes, extract scenes) with evidence from the Godot AI Sidebar tools. Use when the user asks to clean up, reorganize or refactor a Godot project.

  • godot-runtime-verification

    Verify a Godot 4 game against acceptance criteria by running it through the Godot AI Sidebar tools and collecting evidence (runtime errors, screenshots, live node state). Use before calling any Godot feature or fix done, and when the user asks to check or test the game.

  • godot-scene-authoring

    Create or restructure Godot 4 scenes (.tscn), resources (.tres) and large or repetitive content (levels, maps, UI) for a project connected through the Godot AI Sidebar tools. Use when a task needs new scenes, many nodes, instanced scenes or generated content.

  • godot-shaders

    Write Godot 4 shaders (.gdshader) for 2D and 3D - hit flash, dissolve, outline, toon shading with rim light, water, scrolling textures - and check them in the running game. Use when the user wants a visual effect that normal materials or modulate cannot give, or asks for a shader.

  • godot-tilemap-levels

    Build 2D levels, maps and dungeons in Godot 4 with TileMapLayer - a TileSet drawn in code (no art files), walls with collision, procedural generation such as a random-walk cave or dungeon, spawning on valid cells, camera limits. Use when a game needs a grid map, a tile level or generated terrain.

  • godot-visual-polish

    Make a Godot 4 game look designed instead of like a prototype - screen composition, palette, readable text, custom UI theme, lighting, depth and hit feedback - and check it on a runtime screenshot. Use when creating a new game or scene, when the user asks for better graphics, visuals, UI or polish,

Slash commands (1)

  • /godot-ai-sidebar:godot-connect

    Connect Claude Code to this Godot project's AI Sidebar MCP bridge (reads the port and token from the project's config).

View source on GitHub

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