MCP Scene Builder
High-level agentic interface for low-level Godot MCP tools to build scenes from scratch.
NEVER Do in MCP Scene Building
- NEVER skip design phase — Jumping straight to
mcp_godot_add_nodewithout planning hierarchy = spaghetti scenes. ALWAYS draft node tree first. - NEVER assume scene exists before adding nodes —
mcp_godot_add_nodeon non-existent scene = error. Must callmcp_godot_create_sceneFIRST. - NEVER use absolute paths in MCP calls —
texturePath="C:/Users/..."breaks on other machines. Useres://paths only. - NEVER skip verification step — MCP creates .tscn files but doesn't validate. ALWAYS call
mcp_godot_run_projectormcp_godot_launch_editorto verify no errors. - NEVER add CollisionShape2D without setting shape — MCP adds node but
shapeproperty is null by default. Must manually set or scene is broken.
Available Scripts
scene_builder_manifest.gd
Resource definition for declarative scene building via MCP.
Available MCP Tools Summary
mcp_godot_create_scene: Initializes a.tscnfile.mcp_godot_add_node: Adds a node to an existing scene.mcp_godot_load_sprite: Assigns a texture to aSprite2Dnode.mcp_godot_run_project: Spawns the Godot editor to verify the result.
Workflow: Building a Scene
When asked to "Create a scene", "Make a character", or "Setup a level":
-
Design Phase:
- Determine the Root node type (e.g.,
CharacterBody2D,Node3D,Control). - Draft a node hierarchy (e.g., Root -> Sprite2D, CollisionShape2D).
- Determine the Root node type (e.g.,
-
Execution Phase (MCP Pipeline):
- Step 1: Call
mcp_godot_create_sceneto create the file. - Step 2: Sequentially call
mcp_godot_add_nodefor each child. - Step 3 (Optional): If sprites are needed, call
mcp_godot_load_sprite. - Step 4: (Critical for verifying) Call
mcp_godot_run_projectormcp_godot_launch_editor.
- Step 1: Call
-
Optimization Phase:
- Apply
godot-gdscript-masterystandards when attaching scripts.
- Apply
Example: Creating a Basic 2D Player
Prompt: "Create a 2D player scene with a sprite and collision."
Plan:
mcp_godot_create_scene(scenePath="player.tscn", rootNodeType="CharacterBody2D")mcp_godot_add_node(scenePath="player.tscn", nodeType="Sprite2D", nodeName="Skin", parentNodePath=".")mcp_godot_add_node(scenePath="player.tscn", nodeType="CollisionShape2D", nodeName="Hitbox", parentNodePath=".")mcp_godot_load_sprite(scenePath="player.tscn", nodePath="Skin", texturePath="res://icon.svg")
Verification
The agent must verify that the scene opens in the editor without errors.
Reference
- Master Skill: godot-master