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Runtime debugging and live project inspection via godot-mcp.
Passed 15 of 19 test cases with the skill, and 6 of 19 without it.
and 9 more in the full report
12 fixed5 passed either way3 still failing2 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 12 test cases the skill fixed. Same model, same prompt, with and without the skill.
The user wants to open the visual Godot interactive editor interface directly on their machine to inspect scene nodes manually. Which command triggers this?
| Checked | Without skill | With skill |
|---|---|---|
| The response specifies using launch_editor. | Missed | Passed |
The instructions your model reads when the skill loads.
$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.
test cases passed, vs 6 / 19 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.