gdh
v0.2.0Lets Claude make Godot 4 games: see and drive them off-screen on the GPU, work through the open editor with real UIDs, check scripts and the API, run tests and export builds.
By Steven Mosley0 GitHub starsUpdated last week
Directory evidence
- Runtimes
- Claude Code
- Parsed components
- 4 skill or MCP entries
- Source updated
- Oct 9, 2026
- Manifest status
- Canonical path parsed
The directory validates manifest shape and source location. It does not execute the plugin or provide a security endorsement. Review the indexing methodology →
Install gdh for Claude Code
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install gdh@agent-plugin-marketplacePaste and run these commands in a terminal with Claude Code. They add and refresh the PluginsMP catalog, then install this plugin.
The installer fetches third-party code from the source repository shown on this page. This directory validates manifest structure and source location, but does not perform a security audit; review the manifest, components, and source before installing.
Get the source manually
git clone https://github.com/astrosteveo/gdhClone the source repository, then follow its setup instructions to add the plugin to a compatible client. The repository root is the plugin root.
Plugin files
├── .claude-plugin/plugin.json├── skills/godot-editor/SKILL.md├── skills/godot-export/SKILL.md├── skills/godot-gdscript/SKILL.md└── skills/godot-project/SKILL.md
Included Skills4
Change a Godot 4.7+ project without fighting the Godot editor, and keep its UIDs right. Use whenever you create, edit, move or delete scenes (.tscn), resources (.tres), GDScript, shaders or project settings in a folder with project.godot; whenever uid:// references, .uid files or unique_id come up; and when the user wants a scene opened, saved or run in their editor. Covers gdh bridge (a live link into the editor), editing open scenes so the user can undo, and what the gdh hooks refuse and why.
Build a Godot 4.7+ game for players — export presets, export templates, debug and release builds, and checking the build runs. Use when the user wants to export, package, ship or build their Godot game, make a Linux/Windows/macOS/web build, or when an export fails.
Write GDScript that is correct for Godot 4.7+ — typed, idiomatic, and free of Godot 3 leftovers. Use when writing or reviewing any .gd file, a @tool script, a custom Resource, signals, await/coroutines, exports, input handling, or physics movement, and whenever you're unsure whether an API name or GDScript feature exists in Godot 4.
Lay out and grow a Godot 4.7+ game project — scene structure, autoloads, the Input Map, physics layers, groups, scene changes, saving player data, and folder layout. Use when starting a Godot project or a new system in one (a player, a level, a menu, a save system), when adding input actions, autoloads or project settings, or when deciding how scenes should talk to each other.
Plugin manifests1
{
"name": "gdh",
"version": "0.2.0",
"description": "Lets Claude make Godot 4 games: see and drive them off-screen on the GPU, work through the open editor with real UIDs, check scripts and the API, run tests and export builds.",
"author": {
"name": "Steven Mosley"
},
"types": "./types/index.d.ts"
}For maintainers
If you maintain this plugin, link to this source-backed listing from your README so users can review its manifest and indexed components.
[gdh on Agent Plugins Marketplace](https://pluginsmp.com/plugins/gdh)