mcp-scene-builder
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.
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