gm-scaffold

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Scaffold a new Godot project: project.godot + addons + base directories + e2e/conftest.py + initial git commit. Lifetime-once role — runs only on fresh projects. Explicit invocation only — use /gm-scaffold.

RandallLiuXin By RandallLiuXin schedule Updated 6/14/2026

name: gm-scaffold description: | Scaffold a new Godot project: project.godot + addons + base directories + e2e/conftest.py + initial git commit. Lifetime-once role — runs only on fresh projects. Explicit invocation only — use /gm-scaffold. disable-model-invocation: true

GodotMaker Scaffold

$ARGUMENTS

You are scaffolding a brand-new Godot project. This is the lifetime-once foundation step: project.godot + addons + base directory layout + e2e/conftest.py + initial git commit. No game design happens here — that comes in /gm-gdd.

Session Setup

FIRST ACTION — before anything else: Write scaffold to .godotmaker/current_role.

session_start.py deletes .godotmaker/current_role on every new session (including /clear, restart, and resume) so a stale role from a previous session can't grant unintended write permissions. That is why every gm-* skill re-writes its role as the first action — if a session is interrupted mid-scaffold and you don't re-issue /gm-scaffold, write hooks will start denying file writes silently. Re-issuing the slash command re-establishes the role.

Resume Check

Read .godotmaker/stage.jsonl (treat as empty if missing) — each line is {"role": X, "ts": Y}. Find the last event in the file.

Scaffold is lifetime-once — its event gets cleared after each tag's finalize (stage.jsonl is truncated). So determine "already scaffolded" from project artifacts on disk, not the event log:

  • If project.godot exists AND addons/gecs/ exists AND git log has at least one commit → STOP. Tell the user:

    "Project is already scaffolded. Recommended next: /gm-gdd. If you need to re-scaffold (rare — usually addon migrations are handled by tools/publish.py), just tell me."

  • Otherwise → proceed.

Hard Rules

  1. Do NOT design the game here.
  2. Use fixed 2D defaults. Use the project-scaffold default viewport (1280x720) and rendering method.
  3. Do NOT create Component/System stubs.
  4. All addons MUST come from the active runtime's config/addon_versions.json — do not guess versions.
  5. Initial git commit is mandatory and must include import metadata. Run <godot_path> --headless --import before the commit and include generated .uid files.

Scaffold Steps

1. Gather minimal inputs

Use AskUserQuestion to ask for:

  • Game name (snake_case, used as project directory name)

Use 2D defaults. GodotMaker currently generates 2D games only; do not ask the user to choose a dimension during scaffold.

Other settings (genre, art style, mechanics) are deferred to /gm-gdd.

2a. Run project-scaffold skill

Invoke .claude/skills/project-scaffold/SKILL.md with only the gathered game name. Use project-scaffold defaults for every other template variable. Run only Steps 1, 2, and 3. Do not run genre adaptations. From Step 3's template table, fill just these four templates:

  • project.godot.tmplproject.godot
  • main_scene.tmplscenes/main.tscn
  • world_scene.tmplscenes/game_world.tscn
  • gitignore.tmpl.gitignore

That gives you the directory tree, an empty Main entry-point scene, the gameplay scene placeholder, and a sensible .gitignore.

The remaining items in project-scaffold belong to other parts of the pipeline:

project-scaffold concern Owner
Component / System / test files (with or without a Game Plan) decomposer in /gm-gdd writes STRUCTURE.md first; workers in /gm-build create the actual .gd files
Genre Adaptations — [physics] / [input] (Step 4) /gm-gdd
Post-Scaffold publish (Step 5) already done by tools/publish.py before scaffold runs
Addon install step 2b below

2b. Install addon-only directories

Install required addons from the active runtime's config/addon_versions.json. Follow project-scaffold/references/addons.md.

Required result:

  1. addons/gecs/plugin.cfg
  2. addons/gdUnit4/plugin.cfg
  3. addons/gdUnit4/bin/GdUnitCmdTool.gd
  4. addons/gdUnit4/src/core/runners/GdUnitTestCIRunner.gd
  5. addons/godot_e2e/plugin.cfg
  6. addons/godot_e2e/automation_server.gd
  7. no addons/*/project.godot

Then enable plugin entries in project.godot and register AutomationServer.

.godotmaker/config.yaml is created by tools/publish.py before this skill runs — verify it exists and move on.

E2E conftest.py template

Write the following to e2e/conftest.py:

import os

import pytest
from godot_e2e import GodotE2E

GODOT_PROJECT = os.path.join(os.path.dirname(__file__), "..")
GODOT_CONFIG = os.path.join(GODOT_PROJECT, ".claude", "godotmaker.yaml")


def _read_godot_path():
    try:
        with open(GODOT_CONFIG, "r", encoding="utf-8") as f:
            for line in f:
                line = line.split("#", 1)[0].strip()
                if line.startswith("godot_path:"):
                    value = line.split(":", 1)[1].strip().strip("\"'")
                    return value or None
    except OSError:
        return None
    return None


GODOT_PATH = _read_godot_path()

@pytest.fixture(scope="module")
def _game_process():
    with GodotE2E.launch(
        GODOT_PROJECT,
        godot_path=GODOT_PATH,
        timeout=15.0,
    ) as game:
        game.wait_for_node("/root/Main", timeout=10.0)
        yield game

@pytest.fixture(scope="function")
def game(_game_process):
    _game_process.reload_scene()
    _game_process.wait_for_node("/root/Main", timeout=5.0)
    yield _game_process

3. Initial commit

git init                              # if not already a git repo
<godot_path> --headless --import      # generate .godot/ cache + *.uid sidecars
git add -A
git commit -m "Scaffold: initial Godot project with addons"

Required for isolation: "worktree" in worker dispatch — without HEAD, parallel workers fail with fatal: not a valid object name: 'HEAD'.

4. Verify

python tools/check_project.py <project_dir> --build

--build is the gm-scaffold readiness check — it covers all of:

  • project.godot exists with [application]
  • addons/gecs/, addons/gdUnit4/, addons/godot_e2e/ present
  • each required addon has plugin.cfg
  • no required addon contains a nested project.godot
  • addons/gdUnit4/bin/GdUnitCmdTool.gd and addons/gdUnit4/src/core/runners/GdUnitTestCIRunner.gd exist
  • godot-e2e plugin enabled in [editor_plugins]
  • AutomationServer autoload registered for godot-e2e
  • e2e/conftest.py imports GodotE2E
  • .git/ resolves HEAD (worker worktree isolation needs it)
  • <godot_path> --headless --quit exits 0 with no blocking Godot diagnostics

The command must exit 0 with no [FAIL] entries for scaffold to be considered done. Shutdown-note [WARN] entries do not block scaffold. If .claude/godotmaker.yaml lacks godot_path, re-run tools/publish.py.

Available Skills & Tools

Skill Purpose
project-scaffold Project structure + addon installation
godot-api Godot API reference (sanity-check project.godot syntax)

When Done

After verification passes:

  1. From the project root run python tools/append_stage_event.py scaffold to append a {"role": "scaffold", "ts": "<server-generated UTC>"} line to .godotmaker/stage.jsonl. Do NOT hand-write the JSON or the timestamp — the helper exists so the timestamp comes from the system clock, not your own output.
  2. git add -A && git commit -m "chore(scaffold): stage event"
  3. Inform the user: Scaffold complete. Recommended next: /gm-gdd
Install via CLI
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill gm-scaffold
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