foxctl Godot Editor

Execute foxctl editor actions on a Godot instance via GodotAIBridge on localhost:7777.

3|Updated Apr 14, 2026
One-click install
npx skills add https://github.com/joshka0/foxctl --skill foxctl-godot-editor
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: foxctl Godot Editor
Source: https://github.com/joshka0/foxctl/tree/main/configs/skills-condensed/foxctl-godot
Command: npx skills add https://github.com/joshka0/foxctl --skill foxctl-godot-editor

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes the friction of manually inspecting and editing a live Godot project by letting you drive the Godot Editor through foxctl actions.

Core Features & Use Cases

  • Scene tree inspection: Retrieve scene structure with configurable depth and size limits to understand complex hierarchies quickly.
  • Node operations: Inspect nodes, create nodes, and set properties directly by node path to speed up iteration.
  • Scripting and signal wiring: Attach GDScript files and connect signals so interactive behaviors can be assembled faster.
  • Operational support: Ping connectivity, run the game, and query editor errors for faster debugging.

Quick Start

Use foxctl to fetch the Godot scene tree by connecting to the local GodotAIBridge and running a scene_tree action.

Frequently Asked Questions about foxctl Godot Editor

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate Godot editor actions from an external agent?

Automate Godot editor actions by sending JSON inputs to a local GodotAIBridge connection, enabling agent-driven scene tree inspection, node creation, property setting, and signal wiring for live projects.

Can I inspect the scene tree and set node properties during live Godot debugging?

Inspect the scene tree and set node properties during live Godot debugging by executing editor actions through a local bridge endpoint, allowing configurable depth limits and direct node path modifications.

What's the best way to connect signals and attach GDScript files automatically?

Connect signals and attach GDScript files automatically by specifying script and signal parameters in an input JSON, driving the Godot editor via a local bridge to assemble interactive behaviors faster.

Does Godot editor automation require a specific local bridge endpoint?

Godot editor automation requires a GodotAIBridge connection on localhost:7777, serving as the local bridge endpoint for executing deterministic actions like pinging, running the game, and querying editor errors.

How to query editor errors and validate running Godot projects via agent workflows?

Query editor errors and validate running Godot projects via agent workflows by executing ping and error query actions against the local bridge, retrieving operational support data for faster debugging cycles.