Minami110 Claude Godot Tools
minami110-claude-godot-tools is a Claude Code plugin for the Build phase that bundles Godot-focused integrations for GDScript, LSP, formatting, testing, and engine utilities.
Wire Claude Code into Godot Engine workflows—GDScript, LSP, formatting, gdunit4 testing, and VS Code–dependent tooling—in one plugin bundle.
Add it to Claude Code
Install the plugin in Claude Code. One command, paste-ready.
/plugin install minami110-claude-godot-tools@minami110/claude-godot-toolsBuilt to be called by your agent
Skillselion is itself an MCP server. Your agent can pull this entry and a paste-ready install config straight from the API - no copy-paste.
Retrieve this entry with skillselion.get_details("plugin:minami110/claude-godot-tools") and the paste-ready config with skillselion.get_install_config("plugin:minami110/claude-godot-tools").
What it does
minami110-claude-godot-tools is a four-plugin Claude Code collection built for Godot Engine work: GDScript authoring support, language-server integration, formatting and validation, plus testing flows aligned with gdunit4 and broader dev utilities. Solo game devs and small teams using Claude alongside Godot get a single catalog entry instead of hunting separate skills for LSP, tests, and engine-specific commands. The bundle assumes a modern Godot workflow and notes VS Code–dependent tooling where relevant, so you should plan for an editor and Godot project already on disk. Use it during active feature work—scenes, scripts, tests—not for distribution or analytics. It fits builders shipping games or Godot-based tools who want the agent to respect engine conventions, run-oriented testing language, and integration-focused commands rather than generic web-stack plugins.
Highlights
- Bundle of 4 Claude plugins aimed at Godot Engine development
- Covers GDScript, LSP integration, formatting, and validation utilities
- Includes gdunit4-oriented testing and research or management helpers
- VS Code–dependent pieces called out in catalog keywords
- Toolkit spanning language, server, and testing workflows for Godot
Why builders use it
Generic coding plugins ignore Godot’s GDScript, LSP, and gdunit4 conventions, so agent help on game projects feels disconnected from your real toolchain.
After install, Claude Code sessions can lean on Godot-specific plugins for scripting, validation, testing, and engine-aligned development tasks.
At a glance
- Type - Plugin in Development Tools.
- Adoption - 0 installs, 6 stars, 0 votes.
FAQ
Who is minami110-claude-godot-tools for?
It is for Godot Engine developers using Claude Code who need GDScript, LSP, formatting, validation, and gdunit4-related workflows in one place.
When should I use minami110-claude-godot-tools?
Use it while building or refactoring Godot projects—scripts, tests, tooling, and engine integrations—not for unrelated app stacks.
How do I add minami110-claude-godot-tools to my agent?
Register the minami110/claude-godot-tools plugins in Claude Code per the repository instructions and open sessions inside your Godot project workspace.
Comments
Share how you use minami110-claude-godot-tools, gotchas, or tips for other indie builders.
No comments yet - be the first to share how you use it.