Add Godot + Blender + Quest VR development skill suite (5 skills) - #27388
Add Godot + Blender + Quest VR development skill suite (5 skills)#27388buckster123 wants to merge 1 commit into
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This adds a complete skill set for AI-assisted VR development on Meta Quest using Godot 4.5 and Blender MCP under Hermes Agent. Skills: - godot-quest-dev: export, manifest, debugging, XR features - blender-godot-pipeline: Blender MCP → gltfpack → Godot import - godot-xr-interactions: locomotion, grab, hand tracking, passthrough, XR UI - quest-native-toolchain: toolchain install, native validation, ADB workflows - mcp-server-setup: Hermes MCP config, protocol fixes, troubleshooting All skills are project-agnostic, tested on Ubuntu 22.04+ with Godot 4.5-stable, compatible with Meta Quest 3/3S, MIT licensed. Reference files (12 total) split out to keep skills under 15k chars. See also: https://github.com/buckster123/hermes-vr-devkit
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Thanks for contributing this VR development skill suite. I found one Hermes-specific correctness issue worth fixing before maintainers salvage this. Problems
Suggested changes
This is an automated hermes-sweeper review. |
teknium1
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Thanks for the substantial VR workflow contribution. It is salvageable, but a few Hermes-specific issues need correction.
Problems
skills/software-development/mcp-server-setup/SKILL.md:42and:109use bare$HOMEin MCPargs. Main interpolates${VAR}only (tools/mcp_tool.py:3693-3715) and suppliesargsdirectly toStdioServerParameters(tools/mcp_tool.py:2068-2072), so this gives Node a literal$HOME/...path.mcp-server-setup/SKILL.md:98andreferences/godot-mcp-protocol-fix.md:39referencemcp-servers/godot-mcp/fix-protocol.sh, but no such file is in this PR's changed-file list.- The five new skills do not meet the current hardline standards in
AGENTS.md:888-950: descriptions exceed 60 characters, noplatforms:field is present, author fields do not credit the contributor first, and notests/skills/test_<skill>_skill.pyfiles are added.
Suggested changes
- Use
${HOME}or an explicit absolute-path placeholder in MCP YAML examples; add or remove the claimed helper script. - Modernize each skill's metadata, platform gating, author credit, structure, and tests.
- Cross-link the existing
optional-skills/creative/blender-mcp/SKILL.md:13-32rather than duplicating general Blender MCP setup.
This is an automated hermes-sweeper review.
| mcp_servers: | ||
| godot: | ||
| command: node | ||
| args: [$HOME/.local/share/godot-mcp/dist/index.js] |
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Hermes expands ${VAR} placeholders, not bare $HOME; stdio args are passed directly to the MCP launcher. Use ${HOME}/.local/share/godot-mcp/dist/index.js or an explicit absolute-path placeholder so Node does not receive a literal $HOME/... argument.
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| Or use the provided script: | ||
| ```bash | ||
| ./mcp-servers/godot-mcp/fix-protocol.sh |
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This PR does not add mcp-servers/godot-mcp/fix-protocol.sh (the changed-file list contains only skill Markdown and references), so this command fails. Add the helper at the documented path or remove this invocation and retain the inline patch.
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| name: mcp-server-setup | |||
| description: Configure Hermes Agent MCP servers for Godot and Blender automation. Use when setting up, troubleshooting, or reconfiguring MCP connections for VR development workflows. | |||
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Current skill standards require a single-sentence description of at most 60 characters ending in a period. This description is 169 characters; the other four new skills have the same issue and should be modernized together.
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Thanks Andre — this is a substantive suite and the Godot/Quest content (export manifests, GLB pipeline, XR interactions, ADB toolchain) is knowledge that doesn't exist anywhere else in the repo. Closing is about packaging shape, not quality. The problem: this ships as a 5-skill bundle whose parts reference each other, and Hermes currently has no skills dependency system — nothing enforces that installing one part brings the others, so a partial install gives broken cross-references. The alternatives don't work well either: collapsing it into one mega-skill would overlap the existing Please reopen this (or a rebased version) if/when a skills dependency system lands — a suite like this is exactly the use case that would justify one, and your PR is a good forcing function for that design discussion. If you want part of it in sooner, the strongest standalone candidate is the Godot/Quest core (godot-quest-dev + quest-native-toolchain) as a single self-contained optional skill under
Appreciate the work that went into this. |
Replaces the closed 5-skill suite (NousResearch#27388) with one self-contained optional skill under optional-skills/software-development/, per maintainer packaging guidance: - Merge godot-quest-dev + quest-native-toolchain gold into one skill - Defer Blender setup to official blender-mcp + hermes mcp install blender - Use ${HOME} in MCP YAML examples (Hermes does not expand bare $HOME) - Ship scripts/fix-godot-mcp-protocol.sh (was referenced but missing) - Hardline metadata: description ≤60 chars, platforms, author credit - Hermetic tests at tests/skills/test_godot_quest_vr_skill.py - Portable paths only — no machine-specific localisms Install after merge: hermes skills install official/software-development/godot-quest-vr
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Follow-up addressing the packaging guidance from the close note: #69589 — single optional skill What changed vs this PR:
Install after merge: hermes skills install official/software-development/godot-quest-vrThanks again for the clear packaging direction — this is the sooner path you sketched. |
This PR adds a complete skill set for AI-assisted VR development on Meta Quest using Godot 4.5 and Blender MCP under Hermes Agent.
Skills included:
All skills are:
Reference files (12 total) are split out from SKILL.md to keep skills under the 15k char target while preserving deep technical content.
Notable Technical Findings
Godot-MCP WebSocket protocol fix: Godot 4.5's WebSocketPeer doesn't negotiate subprotocols. The upstream client sends
protocol: 'json'which breaks the handshake.Meta OpenXR Vendors plugin zip extraction: The plugin zip has an
asset/prefix. Standard unzip places addons at wrong depth.Godot headless export ignores keystore: For OpenXR presets, Godot headless ignores keystore paths. Must export unsigned (
package/signed=false) then sign manually with apksigner.App Category dropdown overrides manifest: The export preset's "App Category" dropdown (defaulting to
Accessibility) overrides any manual manifest patches. Must be set toGamefor Quest immersive mode.Related