What problem does it solve? Working on a Godot project through MCP tools involves dozens of tool calls, and naive usage wastes tokens, triggers avoidable errors, and corrupts scenes through direct file edits. This Skill encodes the correct tool selection, workflow order, and error recovery patterns so agents build and test Godot 4.x games efficiently through the Godot MCP Gateway. ## Core Features & Use Cases - Tool selection and discovery: Task-to-tool mapping tables, on-demand tool group activation via discover_tools, and decision rules for choosing the cheapest read or mutation tool. - Workflow patterns: Scene creation to playtest verification sequences, batched property mutation, autoload registration, signal wiring, and fast-forward runtime testing with runtime_set_property. - Error recovery and constraints: A debug-first diagnosis loop, a table of common error codes with recovery steps, and hard constraints such as never editing .tscn files directly. - Use Case: An agent asked to build a platformer level follows the dependency-aware build order, batches node creation and property calls, starts the game, simulates input, and verifies state with debugger_get_log instead of expensive screenshots. ## Quick Start Ask the agent to create a new Godot scene with a player node, attach a movement script, and playtest it using the godot-mcp-gateway tools.