| name | godot |
| description | Build, test, debug, and visually verify Godot projects through Loom.
Use this skill for Godot project structure, GDScript or C# API questions,
headless checks, input maps, runtime inspection through godot-mcp, gameplay
tests, screenshots, and handoff evidence.
|
Godot Skills for Loom
Loom provides the delivery workflow. These references provide Godot-specific
working knowledge; they do not replace the Godot editor, the Godot runtime, or
the project's own addons.
Choose the smallest skill
| Task | Skill |
|---|
| Godot API or GDScript/C# syntax | godot-api |
| Parse or compile check | headless-build |
| gdUnit4 tests | gdunit-driver |
| Live runtime, scene tree, console, or input debugging | mcp-driver |
Project layout or project.godot settings | project-scaffold |
| Input actions | input-mapper |
| End-to-end gameplay or UI tests | godot-e2e |
| Capture a gameplay frame | screenshot |
| Inspect a capture for acceptance issues | visual-qa |
| GDScript linting and formatting | gdtoolkit |
| Animation, audio, navigation, particles, physics, shaders, TileMap, or UI review | reviewer/* |
Do not load every reference for every task. Start with mcp-driver only when
the problem is runtime-specific; use headless-build for syntax and import
failures first.
Loom delivery loop
For a non-trivial Godot change, route the work through Loom before editing:
@loom plan Add a third-person dog that walks beside the house in the Godot project
@loom continue
Keep the Godot project root as the active workspace, with project.godot at
the root. Let Loom own the delivery state in .loom/; keep screenshots, logs,
and other evidence at the task paths returned by Loom or in the project's
existing evidence directory.
The normal verification order is:
- Check the Godot version and project structure.
- Run a headless parse/import check after script or scene edits.
- Run unit or end-to-end tests when the project has them.
- Use
godot-mcp for live behavior and visual inspection.
- Capture the result and record the evidence in the Loom task handoff.
Specialist reviewers under reviewer/ run after implementation. Use only the
reviewer that matches the changed Godot subsystem; they supplement Loom review
with engine-specific gotchas and do not replace the Loom review or repair loop.
Runtime requirements
The skills use GODOT_PATH when Godot is not on PATH:
export GODOT_PATH="/Applications/Godot.app/Contents/MacOS/Godot"
"$GODOT_PATH" --version
On macOS, the app may live anywhere. Point GODOT_PATH at the executable
inside the app bundle, not at the .app directory itself. For a standard PATH
installation, godot is also accepted.
godot-mcp is a separate MCP server. Register it as godot in the active
coding agent before using mcp-driver; Loom's own MCP server does not provide
Godot runtime tools.