build-scene
SolidPattern-based Godot scene construction with node hierarchy templates and companion node rules
Install
Quality Score: 86/100
Skill Content
Details
- Author
- n24q02m
- Repository
- n24q02m/better-godot-mcp
- Created
- 6 months ago
- Last Updated
- 1 months ago
- Language
- TypeScript
- License
- Apache-2.0
Integrates with
Bundled in these plugins
Similar Skills
Semantically similar based on skill content — not just same category
godot-scene-plan
Plan the Godot scene and node structure for a 2D or 3D game feature before any GDScript is written: the scene tree, node types and responsibilities, autoloads (singletons), signal wiring, the input map, and the resources and sub-scenes to create. Produces GODOT_SCENE_PLAN.md, a design-time plan an MCP-driven editor or a human then builds against. Capability-routed and MCP-agnostic (names no specific server). Consults the per-dimension Godot reference topics. A 3D plan SHALL declare its renderer tier or it is incomplete. Use when a Godot 2D or 3D feature or screen needs its scene architecture decided before implementation. Do not use to frame whether the game idea is right (use problem-framing in its game-design mode), to slice an already-planned build (use implementation-plan), to analyze blast radius of an existing Godot project (use impact-analysis), to verify a running scene (use godot-runtime-verify), or with no active task folder (run task-init first).
godot-scene-composition
Designing Godot scene trees - scenes as reusable components, instancing with PackedScene and instantiate, composition over inheritance, node ownership and the owner property, scene-unique names, editable children and inherited scenes, and how a node should reach its collaborators. Use when adding nodes or scenes, when a scene tree has grown deep and brittle, when deciding between an inherited scene and a component node, or when runtime-built subtrees fail to save or serialise.