background-map
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Runtime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree, console output,
$ npx -y skills add RandallLiuXin/GodotMaker --skill mcp-driver --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/mcp-driverContext preview
The summary Claude sees to decide when to auto-load this skill.
Runtime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree, console output,
name: mcp-driver description: | Runtime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree, console output, rendering). Escalation trigger: a task has failed 2+ times through the headless path (headless-build, gdunit-driver), or the issue is inherently runtime-only (visual glitches, input not responding, physics behaving unexpectedly at runtime). DO NOT use for: syntax/compile errors (use headless-build), unit test failures (use gdunit-driver), API lookups (use godot-api). Requires: godot-mcp MCP server registered as "godot" (@coding-solo/godot-mcp).
$ARGUMENTS
MCP is the **upgrade path** when faster tools hit a wall. The fast loop handles most issues:
| Problem type | Fast path (no MCP) | |---|---| | Syntax / parse error | headless-build | | Unit test failure | gdunit-driver | | API lookup | godot-api |
Escalate to MCP when:
If none of these apply, use the fast path skill instead.
When you escalate to MCP, follow this loop. Max **3 iterations** before asking the user for help.
1. RUN — run_project (optionally with a specific scene) 2. CAPTURE — get_debug_output → collect errors, warnings, prints 3. ANALYZE — parse output, identify root cause 4. FIX — modify code / scene / config to address the issue 5. VERIFY — stop_project → run_project again, get_debug_output 6. REPORT — summarize what was wrong, what was changed, and the outcome
Each step is detailed in `references/workflow.md`. Common runtime issue patterns are in `references/debug-patterns.md`.
MCP tools require a `projectPath` parameter — the directory containing `project.godot`. Determine it from the current working directory or ask the user if ambiguous:
# Quick check ls project.godot 2>/dev/null && echo "Project root: $(pwd)"
Full tool documentation: `references/tools.md`
| Tool | Purpose | |---|---| | `run_project` | Launch project in debug mode, capture output | | `get_debug_output` | Retrieve console output and errors from running project | | `stop_project` | Stop the running project, get final output |
| Tool | Purpose | |---|---| | `get_project_info` | Analyze project structure (scene/script/asset counts) | | `get_godot_version` | Check installed Godot version | | `list_projects` | Find Godot projects in a directory | | `launch_editor` | Open the Godot editor (for manual inspection) |
| Tool | Purpose | |---|---| | `create_scene` | Create new scene file | | `add_node` | Add node to existing scene | | `load_sprite` | Load texture into Sprite2D node | | `save_scene` | Save/resave scene file | | `export_mesh_library` | Export scene as MeshLibrary |
| Tool | Purpose | |---|---| | `get_uid` | Get UID for a specific file | | `update_project_uids` | Resave all resources to update UID references |
| Iteration | Action | |---|---| | 1 | Run → capture → analyze → apply most likely fix → verify | | 2 | Re-analyze output, try alternative hypothesis → verify | | 3 | Broaden investigation (check project structure, cross-reference with reviewer skills) → verify | | After 3 | **Stop and ask the user.** Report what was tried and what was observed. |
After MCP reveals the root cause, hand off to the appropriate skill for the fix:
Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
Repo: RandallLiuXin/GodotMaker
Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
Produce reusable card art sources and native Godot card UI resources.
Produce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style references, and a resolved animation…
Produce a reusable compact-prop atlas from one provider source sheet, with independently loadable AtlasTexture resources for every declared prop.
Produce a standalone static Texture2D effect or one explicitly timed animated SpriteFrames effect.
Generate non-pixel-art, horizontally repeatable platform strips from real image sources as fixed Texture2D cells or AtlasTexture regions.