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godot-new-scene
Scaffold a new Godot scene + script following this project's existing layout + conventions.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Scaffold a new Godot scene + script following this project's existing layout + conventions.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Compose concept-art briefs from the project's GDD and run the generate→review→lock/regen loop on a persistent concept board (docs/concept-art/board.md).
Check recent Godot code changes against the project's GDD + design pillars for alignment.
Author/update a Godot project's GDD as a docs/gdd/ Obsidian folder (index + section notes).
Fetch a YouTube video as readable markdown (title, channel, description, clean transcript). WebFetch can't read YouTube — this wraps a tested yt-dlp pipeline.
Debug Godot 4.x errors, crashes, and Godot-3→4 API confusion.
Godot 4.x GDScript architecture patterns + naming/typing conventions.
| name | godot-new-scene |
| model | haiku |
| description | Scaffold a new Godot scene + script following this project's existing layout + conventions. |
| allowed-tools | Read, Write, Glob, Bash, AskUserQuestion |
| argument-hint | [scene_name] |
Scaffold a new Godot scene (.tscn) + its script (.gd) that drops cleanly into this project —
matching where its scenes/scripts already live and the conventions they already use. The point is
zero-friction starting points that look like the dev wrote them, not a generic skeleton that has to
be rewritten.
Every Godot project organizes differently (scenes/ + scripts/, feature-folders, a flat src/,
…). Hardcoding one layout (the mistake in the project-local versions this replaces) makes the skill
useless everywhere else. So discover the project's structure and mirror it instead of assuming.
Scene name — from $ARGUMENTS (snake_case, e.g. resource_depot). If absent, ask.
Discover the layout — don't assume. Look at how the project already organizes scenes/scripts:
ls **/*.tscn **/*.gd (or Glob); read project.godot for "run/main_scene" hints
Infer the convention (separate scenes/+scripts/ dirs? co-located? feature folders?) and where
a new scene of this kind belongs. If genuinely ambiguous, ask with the candidate locations.
Read a sibling — open the nearest existing scene+script pair to copy the project's real
patterns: base class (extends), class_name usage, typed vars, signal style, autoload refs.
Honor CLAUDE.md conventions if present (the godot-gdscript-patterns skill carries the
Godot-4 baseline: snake_case, static typing, ## docstrings, composition over inheritance).
Create the script at the project's script path:
class_name {PascalName}
extends {BaseClass}
## {one-line purpose}
Typed members, @onready node refs, @export for inspector data, signals in past tense.
Create the scene at the project's scene path. Prefer the godot MCP (create_scene /
add_node / save_scene) when it's available in the session — it writes a valid .tscn the
editor will load without complaint. If not available, hand-write a minimal Godot-4 .tscn:
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://{path}/{name}.gd" id="1"]
[node name="{RootName}" type="{RootType}"]
script = ExtResource("1")
Keep it a skeleton — root node + script only; the dev builds the tree.
Show the created file paths for confirmation.