Godot Skill
Control Godot Editor via OpenClaw Godot Plugin. Use for Godot game development tasks including scene management, node manipulation, input simulation, debugging, and editor control. Triggers on Godot-r
Control Godot Editor via OpenClaw Godot Plugin. Use for Godot game development tasks including scene management, node manipulation, input simulation, debugging, and editor control. Triggers on Godot-r
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Skills give you superpowers. Install in 30 seconds.
Control Godot 4.x Editor through 30 built-in tools. Supports 80+ node types.
If
godot_execute tool is not available, install the gateway extension:
# From skill directory ./scripts/install-extension.shRestart gateway
openclaw gateway restart
The extension files are in
extension/ directory.
| Category | Key Tools |
|---|---|
| Scene | , , , |
| Node | , , , |
| Transform | , , |
| Debug | , , |
| Input | , , |
| Editor | , , |
Use
godot_execute tool:
godot_execute(tool="scene.create", parameters={rootType: "Node2D", name: "Level1"})godot_execute(tool="node.create", parameters={type: "CharacterBody2D", name: "Player"})godot_execute(tool="scene.save")godot_execute(tool="node.find", parameters={name: "Player"})godot_execute(tool="node.getData", parameters={path: "Player"})godot_execute(tool="transform.setPosition", parameters={path: "Player", x: 100, y: 200})godot_execute(tool="editor.play")godot_execute(tool="input.keyPress", parameters={key: "W"})godot_execute(tool="input.actionPress", parameters={action: "jump"})godot_execute(tool="debug.screenshot")godot_execute(tool="editor.stop")godot_execute(tool="console.getLogs", parameters={limit: 50})godot_execute(tool="console.getLogs", parameters={type: "error", limit: 20})console.getLogs - Get logs from Godot log file {limit: 100, type: "error"|"warning"|""}console.clear - Placeholder (logs can't be cleared programmatically)scene.getCurrent - Get current scene infoscene.list - List all .tscn/.scn filesscene.open - Open scene by pathscene.save - Save current scenescene.create - Create new scene {rootType: "Node2D"|"Node3D"|"Control", name: "SceneName"}node.find - Find by name, type, or groupnode.create - Create node (80+ types: CSGBox3D, MeshInstance3D, ColorRect, etc.)node.delete - Delete node by pathnode.getData - Get node info, children, transformnode.getProperty - Get property valuenode.setProperty - Set property value (Vector2/3 auto-converted)transform.setPosition - Set position {x, y} or {x, y, z}transform.setRotation - Set rotation (degrees)transform.setScale - Set scaleeditor.play - Play current or custom sceneeditor.stop - Stop playingeditor.pause - Toggle pauseeditor.getState - Get playing state, version, project namedebug.screenshot - Capture viewportdebug.tree - Get scene tree as textdebug.log - Print messageinput.keyPress - Press and release key {key: "W"}input.keyDown - Hold key downinput.keyUp - Release keyinput.mouseClick - Click at position {x, y, button: "left"|"right"|"middle"}input.mouseMove - Move mouse to position {x, y}input.actionPress - Press input action {action: "jump"}input.actionRelease - Release input actionscript.list - List .gd filesscript.read - Read script contentresource.list - List files by extensionA-Z, 0-9, SPACE, ENTER, ESCAPE, TAB, BACKSPACE, DELETE UP, DOWN, LEFT, RIGHT SHIFT, CTRL, ALT F1-F12
| Type | Description |
|---|---|
| 2D spatial |
| 3D spatial |
| 2D sprite |
| 2D character |
| 3D character |
| Physics body |
| Trigger area |
| Camera |
, | UI elements |
input.actionPress for mapped actions (from Input Map)input.keyPress for direct key simulationnode.find {name: "Player"} # By name substring node.find {type: "Sprite2D"} # By exact type node.find {group: "enemies"} # By group
node.setProperty auto-converts dictionaries to Vector2/Vector3:
{path: "Cam", property: "zoom", value: {x: 2, y: 2}} # → Vector2(2, 2)
console.getLogs {limit: 50} # Last 50 lines console.getLogs {type: "error"} # Errors only console.getLogs {type: "warning"} # Warnings only
When publishing to ClawHub, you can configure
disableModelInvocation:
| Setting | AI Auto-Invoke | User Explicit Request |
|---|---|---|
(default) | ✅ Allowed | ✅ Allowed |
| ❌ Blocked | ✅ Allowed |
trueReason: During Godot development, it's useful for AI to autonomously perform supporting tasks like checking scene tree, taking screenshots, and inspecting nodes.
When to use
: For sensitive tools (payments, deletions, message sending, etc.)true
No automatic installation available. Please visit the source repository for installation instructions.
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