#949 by GitHub stars
jame581/GodotPrompter
Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor)
History
Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.
View weekly changes
scripts/fixtures/bad-cross-ref/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
scripts/fixtures/bad-frontmatter/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
scripts/fixtures/missing-checklist/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
scripts/fixtures/session-card-broken/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
scripts/fixtures/session-card-missing/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
scripts/fixtures/session-card-oversized/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
scripts/fixtures/token-budget-near/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
scripts/fixtures/token-budget-over/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/2d-essentials/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/3d-essentials/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/ability-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/addon-development/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/ai-navigation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/animation-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/assets-pipeline/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/audio-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/beehave/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/camera-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/component-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/csharp-godot/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/csharp-signals/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/dedicated-server/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/dependency-injection/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/dialogue-manager/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/dialogue-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/event-bus/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/export-pipeline/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/gdextension/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/gdscript-advanced/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/gdscript-patterns/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-brainstorming/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-code-review/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-debugging/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-grill/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-mentor/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-optimization/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-project-setup/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-testing/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/godot-ui/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/hud-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/input-handling/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/inventory-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/limboai/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/localization/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/math-essentials/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/mobile-development/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/multiplayer-basics/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/multiplayer-sync/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/multithreading/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/particles-vfx/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/phantom-camera/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/physics-system/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/player-controller/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/popochiu/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/procedural-generation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/rendering-pipeline/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/resource-pattern/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/responsive-ui/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/save-load/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Instructions only → After Instructions only
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Instructions only
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/scene-organization/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/shader-basics/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/state-machine/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/tween-animation/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/using-godot-prompter/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/web-export/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/web-services/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
skills/xr-development/SKILL.md
Week of Nov 2, 2026 · +0 / −0 lines
Before Network or broad shell → After Network or broad shell
d7b26cdb5fae → d7b26cdb5fae
Week of Oct 26, 2026 · Line counts unavailable
Before Not checked yet → After Network or broad shell
First observation → d7b26cdb5fae
No earlier version was observed for comparison.
Verified commit d7b26cdb5fae14d4ef7b713c5bf259395e75c3c6
git clone --filter=blob:none --no-checkout https://github.com/jame581/GodotPrompter.git .hotskills/jame581-godotprompter && git -C .hotskills/jame581-godotprompter checkout --detach d7b26cdb5fae14d4ef7b713c5bf259395e75c3c6
# Copy each selected skill directory from .hotskills/jame581-godotprompter into .claude/skills/<skill-name>/git clone --filter=blob:none --no-checkout https://github.com/jame581/GodotPrompter.git .hotskills/jame581-godotprompter && git -C .hotskills/jame581-godotprompter checkout --detach d7b26cdb5fae14d4ef7b713c5bf259395e75c3c6
# Copy each selected skill directory from .hotskills/jame581-godotprompter into .agents/skills/<skill-name>/git clone --filter=blob:none --no-checkout https://github.com/jame581/GodotPrompter.git .hotskills/jame581-godotprompter && git -C .hotskills/jame581-godotprompter checkout --detach d7b26cdb5fae14d4ef7b713c5bf259395e75c3c6
# Copy each selected skill directory from .hotskills/jame581-godotprompter into .gemini/skills/<skill-name>/git clone --filter=blob:none --no-checkout https://github.com/jame581/GodotPrompter.git .hotskills/jame581-godotprompter && git -C .hotskills/jame581-godotprompter checkout --detach d7b26cdb5fae14d4ef7b713c5bf259395e75c3c6
# Copy each selected skill directory from .hotskills/jame581-godotprompter into .opencode/skills/<skill-name>/Heat
7.3- Star growth, last 7 daysAhead of 93% of tracked repositories
- Star growth, last 24 hoursAhead of 87% of tracked repositories
- Rank movement, last 7 daysAhead of 59% of tracked repositories
- Commits, last 30 daysAhead of 92% of tracked repositories
- Accounts asking about it through MCP, last 7 daysNot available
- Hot votes this weekAhead of 0% of tracked repositories
Heat never changes the order by stars, and sponsorship never touches it. How heat works
Stars over time
Individual skills in this repository
- bad-cross-ref
scripts/fixtures/bad-cross-ref - bad-frontmatter
scripts/fixtures/bad-frontmatter - missing-checklist
scripts/fixtures/missing-checklist - session-card-broken
scripts/fixtures/session-card-broken - session-card-missing
scripts/fixtures/session-card-missing - session-card-oversized
scripts/fixtures/session-card-oversized - token-budget-near
scripts/fixtures/token-budget-near - token-budget-over
scripts/fixtures/token-budget-over - 2d-essentials
skills/2d-essentials - 3d-essentials
skills/3d-essentials - ability-system
skills/ability-system - addon-development
skills/addon-development - ai-navigation
skills/ai-navigation - animation-system
skills/animation-system - assets-pipeline
skills/assets-pipeline - audio-system
skills/audio-system - beehave
skills/beehave - camera-system
skills/camera-system - component-system
skills/component-system - csharp-godot
skills/csharp-godot - csharp-signals
skills/csharp-signals - dedicated-server
skills/dedicated-server - dependency-injection
skills/dependency-injection - dialogue-manager
skills/dialogue-manager - dialogue-system
skills/dialogue-system - event-bus
skills/event-bus - export-pipeline
skills/export-pipeline - gdextension
skills/gdextension - gdscript-advanced
skills/gdscript-advanced - gdscript-patterns
skills/gdscript-patterns - godot-brainstorming
skills/godot-brainstorming - godot-code-review
skills/godot-code-review - godot-debugging
skills/godot-debugging - godot-grill
skills/godot-grill - godot-mentor
skills/godot-mentor - godot-optimization
skills/godot-optimization - godot-project-setup
skills/godot-project-setup - godot-testing
skills/godot-testing - godot-ui
skills/godot-ui - hud-system
skills/hud-system - input-handling
skills/input-handling - inventory-system
skills/inventory-system - limboai
skills/limboai - localization
skills/localization - math-essentials
skills/math-essentials - mobile-development
skills/mobile-development - multiplayer-basics
skills/multiplayer-basics - multiplayer-sync
skills/multiplayer-sync - multithreading
skills/multithreading - particles-vfx
skills/particles-vfx - phantom-camera
skills/phantom-camera - physics-system
skills/physics-system - player-controller
skills/player-controller - popochiu
skills/popochiu - procedural-generation
skills/procedural-generation - rendering-pipeline
skills/rendering-pipeline - resource-pattern
skills/resource-pattern - responsive-ui
skills/responsive-ui - save-load
skills/save-load - scene-organization
skills/scene-organization - shader-basics
skills/shader-basics - state-machine
skills/state-machine - tween-animation
skills/tween-animation - using-godot-prompter
skills/using-godot-prompter - web-export
skills/web-export - web-services
skills/web-services - xr-development
skills/xr-development
How it works
bad-cross-ref
When your agent uses it
Fixture skill with a broken cross-reference
What it loads into context
Frontmatter
15 tokensAlways available to the agent
SKILL.md
73 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Section
- Checklist
Files
../../../.claude-plugin/icon.pngasset136,602 bytes../../../.claude-plugin/marketplace.jsonasset487 bytes../../../.claude-plugin/plugin.jsonasset837 bytes../../../hooks/hooks.jsonasset513 bytesSKILL.mdcore288 bytes
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# Bad Cross-Ref Fixture
> **Related skills:** **physics-system** for physics, **definitely-does-not-exist** for nonsense.
## 1. Section
See **also-not-real** skill for more.
## Checklist
- [ ] itemView the complete source on GitHubWhen your agent uses it
What it loads into context
Frontmatter
0 tokensAlways available to the agent
SKILL.md
32 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Section
Files
SKILL.mdcore131 bytes
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# Bad Frontmatter Fixture
This file is missing YAML frontmatter and should be flagged as an error.
## 1. Section
- [ ] checklistView the complete source on GitHubmissing-checklist
When your agent uses it
Fixture skill missing the implementation checklist
What it loads into context
Frontmatter
14 tokensAlways available to the agent
SKILL.md
49 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Section
Files
SKILL.mdcore239 bytes
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# Missing Checklist Fixture
> **Related skills:** **physics-system** for physics.
## 1. Section
Some content with no checklist at the end.View the complete source on GitHubsession-card-broken
When your agent uses it
Fixture — session card region is empty; the validator must reject this
What it loads into context
Frontmatter
22 tokensAlways available to the agent
SKILL.md
80 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Coexistence
- Implementation Checklist
Files
SKILL.mdcore364 bytes
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# Session Card Broken Fixture
> **Related skills:** **godot-brainstorming** for design exploration.
## Coexistence
<!-- SESSION-CARD-START -->
<!-- SESSION-CARD-END -->
## Implementation Checklist
- [ ] This fixture exists to be rejectedView the complete source on GitHubsession-card-missing
When your agent uses it
Fixture — the session card END marker is absent; the validator must reject this
What it loads into context
Frontmatter
24 tokensAlways available to the agent
SKILL.md
81 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Coexistence
- Implementation Checklist
Files
SKILL.mdcore375 bytes
Read SKILL.md
# Session Card Missing Fixture
> **Related skills:** **godot-brainstorming** for design exploration.
## Coexistence
<!-- SESSION-CARD-START -->
This region never closes.
## Implementation Checklist
- [ ] This fixture exists to be rejectedView the complete source on GitHubsession-card-oversized
When your agent uses it
Fixture — session card region exceeds the byte cap; the validator must reject this
What it loads into context
Frontmatter
25 tokensAlways available to the agent
SKILL.md
1,224 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Coexistence
- Implementation Checklist
Files
SKILL.mdcore4,632 bytes
Read SKILL.md
# Session Card Oversized Fixture
> **Related skills:** **godot-brainstorming** for design exploration.
## Coexistence
<!-- SESSION-CARD-START -->
PADDING LINE 0 — filler to push this region past the 3072-byte cap.
PADDING LINE 1 — filler to push this region past the 3072-byte cap.
PADDING LINE 2 — filler to push this region past the 3072-byte cap.
PADDING LINE 3 — filler to push this region past the 3072-byte cap.
PADDING LINE 4 — filler to push this region past the 3072-byte cap.
PADDING LINE 5 — filler to push this region past the 3072-byte cap.
PADDING LINE 6 — filler to push this region past the 3072-byte cap.View the complete source on GitHubtoken-budget-near
When your agent uses it
Fixture — token-budget rule test
What it loads into context
Frontmatter
15 tokensAlways available to the agent
SKILL.md
2,431 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
Files
SKILL.mdcore15,932 bytes
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# token-budget-near
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxView the complete source on GitHubtoken-budget-over
When your agent uses it
Fixture — token-budget rule test
What it loads into context
Frontmatter
14 tokensAlways available to the agent
SKILL.md
2,549 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
Files
SKILL.mdcore16,722 bytes
Read SKILL.md
# token-budget-over
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxView the complete source on GitHub2d-essentials
When your agent uses it
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
What it loads into context
Frontmatter
59 tokensAlways available to the agent
SKILL.md
2,428 tokensWhen the skill is activated
Reference documents
5,036 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Canvas Layers and Draw Order
- 2. TileMap System
- 3. Parallax Scrolling
- 4. 2D Lights and Shadows
- 5. 2D Particle Systems
- 6. Custom Drawing
- 7. 2D Meshes
- 8. 2D Antialiasing
- 9. 2D Snapping and Pixel-Perfect
- 10. Implementation Checklist
Files
SKILL.mdcore9,571 bytesSKILL.mdcore9,571 bytesSKILL.mdcore9,571 bytesSKILL.mdcore9,571 bytesSKILL.mdcore9,571 bytesreferences/2d-particles.mddoc4,083 bytesreferences/custom-drawing.mddoc3,119 bytesreferences/lights-and-shadows.mddoc4,006 bytesreferences/parallax.mddoc2,854 bytesreferences/tilemap.mddoc5,156 bytes
Read SKILL.md
# 2D Essentials in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for CharacterBody2D movement patterns, **animation-system** for AnimatedSprite2D and sprite animation, **physics-system** for collision shapes and raycasting, **camera-system** for Camera2D follow and shake, **shader-basics** for 2D shaders and post-processing, **godot-optimization** for rendering and draw call tuning.
---
## 1. Canvas Layers and Draw Order
### Draw Order Rules
Within a single canvas layer, nodes draw in **scene tree order** — nodes listed lower in the Scene panel draw **on top**. Use `z_index` to override without rearranging the tree.
View the complete source on GitHub3d-essentials
When your agent uses it
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
What it loads into context
Frontmatter
52 tokensAlways available to the agent
SKILL.md
3,456 tokensWhen the skill is activated
Reference documents
9,370 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. 3D Coordinate System & Core Nodes
- 2. Materials
- 3. Lighting
- 4. Environment & Post-Processing
- 5. Global Illumination
- 6. Fog
- 7. Decals
- 8. Optimization — LOD, Culling, MultiMesh
- 9. Renderer Comparison
- 10. Common Pitfalls
- 11. Implementation Checklist
Files
SKILL.mdcore14,021 bytesSKILL.mdcore14,021 bytesSKILL.mdcore14,021 bytesreferences/common-pitfalls.mddoc2,221 bytesreferences/decals.mddoc2,594 bytesreferences/environment-and-post.mddoc8,051 bytesreferences/fog-recipes.mddoc3,467 bytesreferences/global-illumination.mddoc4,283 bytesreferences/godot-4.7-additions.mddoc1,517 bytesreferences/lod-and-culling.mddoc3,404 bytesreferences/materials-and-lighting-recipes.mddoc9,739 bytesreferences/renderer-comparison.mddoc752 bytes
Read SKILL.md
# 3D Essentials in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **rendering-pipeline** for renderer choice, lighting strategy, AA and resolution scaling, **player-controller** for CharacterBody3D movement, **physics-system** for 3D collision shapes and raycasting, **camera-system** for Camera3D follow and transitions, **shader-basics** for spatial shaders and post-processing, **godot-optimization** for 3D performance tuning, **animation-system** for AnimationTree and 3D animation blending.
---
## 1. 3D Coordinate System & Core Nodes
### Coordinate System
Godot uses a **right-handed** coordinate system with metric units (1 unit = 1 meter):
View the complete source on GitHubability-system
When your agent uses it
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
What it loads into context
Frontmatter
38 tokensAlways available to the agent
SKILL.md
2,816 tokensWhen the skill is activated
Reference documents
11,013 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Architecture overview
- 2. Abilities (cost / cooldown / cast)
- 3. Buffs & debuffs (timed effects)
- Implementation checklist
Files
SKILL.mdcore12,161 bytesSKILL.mdcore12,161 bytesSKILL.mdcore12,161 bytesSKILL.mdcore12,161 bytesSKILL.mdcore12,161 bytesreferences/stat-modifiers.mddoc15,572 bytesreferences/tags-and-conditions.mddoc18,248 bytesreferences/ui-binding.mddoc10,994 bytes
Read SKILL.md
# Ability System
Build a data-driven ability system from Godot-native parts: abilities are `Resource`s, an `AbilityComponent` node owns and runs them, and effects/stats/tags compose on top. No third-party addon required.
> **Related skills:** **resource-pattern** for the `Resource` data containers, **component-system** for the component node pattern, **event-bus** for cross-system ability events, **state-machine** for caster states (e.g. casting/stunned), **hud-system** for cooldown UI.
---
## 1. Architecture overview
An ability system in Godot 4.x is built from three collaborating layers:
- **Data layer — `Ability` (Resource):** Each ability is a `Resource` subclass with exported fields (`ability_name`, `cost`, `cooldown`, `cast_time`) and two methods: `can_activate(caster) -> bool` to validate preconditions, and `activate(caster) -> void` to execute the effect. Storing abilities as Resources lets designers create and balance them in the Godot editor without touching code.
View the complete source on GitHubaddon-development
When your agent uses it
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
What it loads into context
Frontmatter
28 tokensAlways available to the agent
SKILL.md
3,149 tokensWhen the skill is activated
Reference documents
5,943 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Plugin Structure
- 2. @tool Annotation
- 3. EditorPlugin Base
- 4. Custom Inspector Plugin
- 5. Custom Dock Panel
- 6. Custom Resource Editors
- 7. Gizmos
- 8. Testing Plugins
- 9. plugin.cfg Format
- 10. Checklist
Files
SKILL.mdcore13,331 bytesSKILL.mdcore13,331 bytesSKILL.mdcore13,331 bytesSKILL.mdcore13,331 bytesSKILL.mdcore13,331 bytesSKILL.mdcore13,331 bytesSKILL.mdcore13,331 bytesSKILL.mdcore13,331 bytesreferences/dock-panels.mddoc2,264 bytesreferences/gizmos-deep-dive.mddoc7,673 bytesreferences/inspector-plugins.mddoc10,474 bytesreferences/testing-plugins.mddoc4,140 bytes
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# Addon Development in Godot 4.3+
Editor plugins extend the Godot editor itself: custom node types, inspector panels, dock widgets, 3D gizmos, and toolbar buttons. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **resource-pattern** for custom Resource editors, **godot-ui** for editor panel UI, **csharp-godot** for C# plugin development.
---
## 1. Plugin Structure
Every plugin lives inside `addons/` at the project root. Godot discovers plugins by scanning for `plugin.cfg` files.
```
res://View the complete source on GitHubai-navigation
When your agent uses it
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
What it loads into context
Frontmatter
30 tokensAlways available to the agent
SKILL.md
3,453 tokensWhen the skill is activated
Reference documents
6,381 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Navigation Setup
- 2. NavigationAgent2D Basic Usage
- 3. NavigationAgent3D Basic Usage
- 4. Steering Behaviors
- 5. Patrol Patterns
- 6. Behavior Tree Concept
- 7. Chase + Attack Pattern
- 8. Dedicated 2D Navigation Server (Godot 4.5+)
- 9. Common Pitfalls
- 10. Checklist
Files
SKILL.mdcore14,399 bytesSKILL.mdcore14,399 bytesSKILL.mdcore14,399 bytesSKILL.mdcore14,399 bytesSKILL.mdcore14,399 bytesreferences/async-baking.mddoc1,436 bytesreferences/behavior-trees.mddoc6,266 bytesreferences/chase-attack.mddoc8,531 bytesreferences/navigation-agent-3d.mddoc2,627 bytesreferences/patrol-patterns.mddoc2,992 bytesreferences/steering-behaviors.mddoc6,093 bytes
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# AI Navigation in Godot 4.3+
Cover NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **state-machine** for AI state management, **component-system** for modular AI behaviors, **player-controller** for movement physics patterns, **math-essentials** for pathfinding vectors and steering math, **limboai** for BT + HSM with a visual editor, **beehave** for lightweight GDScript behavior trees. For a structured behavior tree (rather than steering/navigation), see the comparison tables in **limboai** and **beehave**.
---
## 1. Navigation Setup
### Scene Structure
```
World (Node2D or Node3D)View the complete source on GitHubanimation-system
When your agent uses it
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
What it loads into context
Frontmatter
31 tokensAlways available to the agent
SKILL.md
3,438 tokensWhen the skill is activated
Reference documents
7,860 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Concepts
- 2. AnimationPlayer Basics
- 3. Animation Signals
- 4. Sprite Frame Animation
- 5. AnimationTree — Canonical State Machine
- 6. Skeleton Modifiers (3D, 4.4+)
- 7. IKModifier3D — Solver Comparison (Godot 4.6+)
- 8. Common Recipes
- 9. Common Pitfalls
- 10. Implementation Checklist
Files
SKILL.mdcore14,142 bytesSKILL.mdcore14,142 bytesSKILL.mdcore14,142 bytesSKILL.mdcore14,142 bytesSKILL.mdcore14,142 bytesSKILL.mdcore14,142 bytesreferences/animation-markers.mddoc1,637 bytesreferences/blend-spaces.mddoc2,493 bytesreferences/bone-constraints.mddoc3,717 bytesreferences/common-pitfalls.mddoc1,844 bytesreferences/common-recipes.mddoc3,302 bytesreferences/ik-recipes.mddoc6,932 bytesreferences/ik-solver-comparison.mddoc1,640 bytesreferences/retargeting.mddoc838 bytesreferences/skeleton-modifiers.mddoc2,837 bytesreferences/sprite-animation.mddoc3,020 bytesreferences/state-machine-examples.mddoc1,949 bytes
Read SKILL.md
# Animation System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **state-machine** for gameplay state management, **player-controller** for movement that drives animation, **component-system** for reusable animation components, **2d-essentials** for TileMaps, parallax scrolling, 2D lights, and canvas layer organization, **3d-essentials** for AnimationTree and 3D animation blending, **shader-basics** for shader-driven hit flash and dissolve effects, **tween-animation** for code-driven motion alongside keyframe animation.
---
## 1. Core Concepts
### AnimationPlayer vs AnimationTree
| Node | Use For | Complexity | Notes |
|-------------------|------------------------------------------|------------|----------------------------------------------------|View the complete source on GitHubassets-pipeline
When your agent uses it
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
What it loads into context
Frontmatter
33 tokensAlways available to the agent
SKILL.md
3,700 tokensWhen the skill is activated
Reference documents
527 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. How Importing Works
- 2. Image Import
- 3. 3D Scene Import
- 4. Animation Import
- 5. Audio Import
- 6. Resource Formats
- 7. Common Pitfalls
- 8. Implementation Checklist
Files
SKILL.mdcore15,036 bytesSKILL.mdcore15,036 bytesSKILL.mdcore15,036 bytesSKILL.mdcore15,036 bytesSKILL.mdcore15,036 bytesreferences/runtime-resource-loading.mddoc2,323 bytes
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# Assets Pipeline in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **audio-system** for audio playback and bus architecture, **3d-essentials** for 3D materials and lighting, **2d-essentials** for 2D rendering and sprites, **animation-system** for imported animations, **godot-optimization** for asset-related performance, **multithreading** for threaded resource loading.
---
## 1. How Importing Works
### The Import System
When you add a file to `res://`, Godot auto-imports it based on its type. Import settings are stored in `.import` sidecar files alongside the original.
View the complete source on GitHubaudio-system
When your agent uses it
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
What it loads into context
Frontmatter
32 tokensAlways available to the agent
SKILL.md
3,692 tokensWhen the skill is activated
Reference documents
4,798 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Concepts
- 2. Basic Audio Playback
- 3. Audio Bus Management
- 4. Spatial Audio (2D & 3D)
- 5. Music Manager (Autoload)
- 6. SFX Pool
- 7. Audio Settings Integration
- 8. Interactive & Adaptive Music (Godot 4.3+)
- 9. Audio Import Best Practices
- 11. Common Pitfalls
- 12. Implementation Checklist
Files
SKILL.mdcore15,166 bytesSKILL.mdcore15,166 bytesreferences/audio-settings.mddoc3,635 bytesreferences/interactive-music.mddoc6,907 bytesreferences/music-manager.mddoc3,670 bytesreferences/sfx-pooling.mddoc4,469 bytes
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# Audio System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **event-bus** for decoupled audio triggers, **save-load** for persisting audio settings, **resource-pattern** for audio data containers.
---
## 1. Core Concepts
### Audio Node Types
| Node | Dimensions | Use For |
|------------------------|------------|-----------------------------------------------|View the complete source on GitHubbeehave
When your agent uses it
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
What it loads into context
Frontmatter
39 tokensAlways available to the agent
SKILL.md
2,781 tokensWhen the skill is activated
Reference documents
1,430 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. When to use Beehave
- 2. Install & enable
- 3. Tree composition
- 4. The leaf contract
- 5. Blackboard
- 6. Visual debugger
- Implementation checklist
Files
SKILL.mdcore11,281 bytesSKILL.mdcore11,281 bytesSKILL.mdcore11,281 bytesSKILL.mdcore11,281 bytesSKILL.mdcore11,281 bytesSKILL.mdcore11,281 bytesreferences/custom-nodes.mddoc5,872 bytes
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# Beehave
> **Related skills:** **ai-navigation** for the movement leaves drive, **state-machine** for core-engine FSM, **limboai** for a heavier C++ BT+HSM alternative, **godot-brainstorming** for choosing an AI approach.
> **Addon:** Beehave · version `v2.9.2` · Godot 4.1+ · MIT · source: https://github.com/bitbrain/beehave · written in GDScript (no official C# API — this skill is GDScript-only by design).
---
## 1. When to use Beehave
| Approach | Best for |
|---|---|
| Core-engine FSM (`state-machine` skill) | Simple agents, < 5 states, no addon |
| **Beehave** (GDScript addon) | Lightweight BT, GDScript-only projects, fast iteration |View the complete source on GitHubcamera-system
When your agent uses it
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
What it loads into context
Frontmatter
31 tokensAlways available to the agent
SKILL.md
3,001 tokensWhen the skill is activated
Reference documents
4,767 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Camera2D Basics
- 2. Smooth Follow
- 3. Screen Shake
- 4. Camera Zones / Rooms
- 5. Camera3D Patterns
- 6. Camera Transitions
- 7. Split Screen (Local Multiplayer)
- 8. Implementation Checklist
Files
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# Camera Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for first-person camera setup, **state-machine** for camera state transitions, **godot-optimization** for camera culling and performance, **physics-system** for physics interpolation and camera smoothing, **2d-essentials** for canvas layers, parallax scrolling, and coordinate conversion, **math-essentials** for smoothstep and lerp-based interpolation, **tween-animation** for camera shake and cinematic transitions, **phantom-camera** for a Cinemachine-style camera addon.
---
## 1. Camera2D Basics
### Key Properties
| Property | Type | Description |
|---|---|---|View the complete source on GitHubcomponent-system
When your agent uses it
Use when building reusable node components — composition patterns, component communication, and interface design
What it loads into context
Frontmatter
23 tokensAlways available to the agent
SKILL.md
3,139 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Why Components
- 2. Component Design Rules
- 3. Common Components
- 4. HitboxComponent
- 5. HurtboxComponent
- 6. Component Communication
- 7. Wiring Components
- 8. Finding Components at Runtime
- 9. Implementation Checklist
Files
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# Component System in Godot 4.3+
Build behavior through composition. Attach small, focused components to any entity rather than climbing an inheritance chain. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **scene-organization** for scene tree composition, **event-bus** for decoupled component communication, **resource-pattern** for data-driven component configuration, **physics-system** for Area2D/3D overlap detection and collision shapes, **ability-system** for an AbilityComponent example built on this pattern.
---
## 1. Why Components
| Problem with inheritance | How components solve it |
|--------------------------|-------------------------|
| Deep chains are brittle — change one class, break many | Each component is an isolated scene with a single job |
| Sharing behavior across unrelated entities requires awkward base classes | Drop a component onto any entity that needs that behavior |View the complete source on GitHubcsharp-godot
When your agent uses it
Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
What it loads into context
Frontmatter
38 tokensAlways available to the agent
SKILL.md
3,794 tokensWhen the skill is activated
Reference documents
517 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. C# vs GDScript Syntax Comparison
- 2. Project Setup
- 3. The `partial class` Requirement
- 4. Naming Conventions
- 5. Signals in C#
- 6. Async / Await
- 7. GDScript Interop
- 8. Performance
- 9. Common Gotchas
- 10. Checklist
Files
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# C# in Godot 4.3+
This skill covers C#-specific conventions, API differences from GDScript, project setup, and interop patterns. All examples are C# only. Target Godot 4.3+ with the GodotSharp NuGet package.
> **Related skills:** **csharp-signals** for C# signal patterns, **godot-project-setup** for C# project scaffolding, **godot-testing** for C# testing with gdUnit4, **gdextension** for native C++ when C# is not enough, **multithreading** for C# concurrency.
---
## 1. C# vs GDScript Syntax Comparison
| GDScript | C# Equivalent | Notes |
|---|---|---|
| `var x = 5` | `var x = 5;` or typed `int x = 5;` | C# `var` infers type at compile time |
| `func MyMethod() -> void:` | `public void MyMethod() { }` | Methods are PascalCase in C# |View the complete source on GitHubcsharp-signals
When your agent uses it
Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture. Triggers on declaring, emitting, connecting, or awaiting a signal from a C# script, and on a signal crossing between C# and GDScript in either direction.
What it loads into context
Frontmatter
70 tokensAlways available to the agent
SKILL.md
2,548 tokensWhen the skill is activated
Reference documents
2,955 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Signal Declaration
- 2. Emitting Signals
- 3. Connecting Signals
- 4. Disconnecting Signals
- 5. Awaiting Signals
- 6. Custom Signal Patterns
- 7. Connecting GDScript Signals from C#
- 8. Common Mistakes
- 9. Checklist
Files
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# Signals in C# (Godot 4.x)
This skill is **C# only**. For general C# conventions and project setup, see the **csharp-godot** skill. Godot signals in C# require a different mental model from GDScript: delegates declared with `[Signal]`, strongly-typed `+=`/`-=` connections, and mandatory disconnection in `_ExitTree()`. All examples target Godot 4.x with no deprecated APIs.
> **Related skills:** **csharp-godot** for C# conventions and project setup, **event-bus** for global signal hub architecture, **component-system** for signal-based component communication.
---
## 1. Signal Declaration
Signals are declared as `public delegate void` with the `[Signal]` attribute inside a `partial class` that extends a Godot type. The delegate name **must** end with `EventHandler` — Godot strips that suffix to produce the signal name exposed to the engine.
```csharp
using Godot;View the complete source on GitHubdedicated-server
When your agent uses it
Use when building dedicated servers — headless export, server architecture, lobby management, and deployment
What it loads into context
Frontmatter
25 tokensAlways available to the agent
SKILL.md
2,809 tokensWhen the skill is activated
Reference documents
5,994 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Headless Export
- 2. Server Architecture
- 7. Checklist
- 3. Lobby System
- 4. Match Flow
- 5. Server Configuration
- 6. Deployment
- 7. Checklist
Files
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# Dedicated Server in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows.
**Related skills:** See **multiplayer-basics** for ENet setup, RPCs, and authority model. See **multiplayer-sync** for state synchronization and interpolation.
---
## 1. Headless Export
A dedicated server runs without a display, GPU, or audio device. Godot supports this through the `--headless` flag and a dedicated export preset.
### --headless Flag
View the complete source on GitHubdependency-injection
When your agent uses it
Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns
What it loads into context
Frontmatter
31 tokensAlways available to the agent
SKILL.md
2,550 tokensWhen the skill is activated
Reference documents
3,933 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. The Problem
- 2. Approach Comparison
- 3. Autoloads as Singletons
- 4. @export Node Injection
- 5. Service Locator Pattern
- 6. Scene Injection
- 7. Testing with Dependency Injection
- 8. When to Use What
- 9. Anti-patterns
- 10. Checklist
Files
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# Dependency Injection in Godot 4.3+
Patterns for wiring dependencies between systems so nodes stay loosely coupled, swappable, and testable. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **godot-testing** for test-friendly architecture, **event-bus** for signal-based decoupling, **godot-project-setup** for autoload registration.
---
## 1. The Problem
Tight coupling makes code hard to test, extend, and swap. The most common form in Godot is reaching directly into a global autoload from everywhere in the codebase.
```gdscript
# BAD — tight coupling via direct autoload access scattered everywhereView the complete source on GitHubdialogue-manager
When your agent uses it
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
What it loads into context
Frontmatter
35 tokensAlways available to the agent
SKILL.md
3,327 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. When to use Dialogue Manager
- 2. Install & setup
- 3. `.dialogue` syntax
- 4. Runtime API & example balloon
- 5. Signals & typed access
- 6. Translations
- Implementation checklist
Files
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# Dialogue Manager
> **Related skills:** **dialogue-system** for hand-rolled dialogue data structures, **localization** for translating lines, **popochiu** for full adventure-game workflows.
> **Addon:** Dialogue Manager · version `v3.10.4` · Godot 4.6 · MIT · source: https://github.com/nathanhoad/godot_dialogue_manager · GDScript with official C# support.
---
## 1. When to use Dialogue Manager
| Approach | Best for |
|---|---|
| **dialogue-system** skill (hand-rolled `Resource` data) | Full control over data shape, no addon dependency, small dialogue trees |
| **Dialogue Manager** | Script-like `.dialogue` text format, branching responses, conditions/mutations, translation pipeline, visual editor tab, official C# wrapper |View the complete source on GitHubdialogue-system
When your agent uses it
Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
What it loads into context
Frontmatter
23 tokensAlways available to the agent
SKILL.md
2,298 tokensWhen the skill is activated
Reference documents
6,482 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Architecture Overview
- 2. DialogueLine Resource
- 3. DialogueData Resource
- 4. DialogueManager
- 5. Branching and Conditions
- 6. Dialogue UI
- 7. External Formats
- 8. Variable Interpolation
- 9. Implementation Checklist
Files
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# Dialogue Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **resource-pattern** for dialogue data as Resources, **godot-ui** for Control node layout, **state-machine** for dialogue flow management, **save-load** for dialogue state persistence, **dialogue-manager** for a full-featured dialogue addon, **popochiu** for adventure games.
---
## 1. Architecture Overview
```
┌─────────────────────────────────────────────────────────┐
│ UI Layer │
│ DialogueUI (Control) │View the complete source on GitHubevent-bus
When your agent uses it
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals
What it loads into context
Frontmatter
26 tokensAlways available to the agent
SKILL.md
2,606 tokensWhen the skill is activated
Reference documents
3,496 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. What is an Event Bus
- 2. When to Use vs Direct Signals
- 3. Basic EventBus
- 4. Connecting to Events
- 5. Emitting Events
- 6. Typed Signal Parameters
- 7. Anti-patterns
- 8. Testing
- 9. Checklist
Files
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# Event Bus in Godot 4.3+
A global signal hub that lets unrelated nodes communicate without holding references to each other. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **component-system** for direct signal communication between components, **csharp-signals** for C#-specific signal patterns, **dependency-injection** for alternative decoupling approaches, **ability-system** for an EventBus usage example with ability events.
---
## 1. What is an Event Bus
An EventBus is a singleton autoload that acts as a central registry for signals. Instead of nodes connecting directly to each other, every node connects to (or emits on) the shared EventBus. This removes the need for one node to hold a reference to another.
```
Without EventBus With EventBusView the complete source on GitHubexport-pipeline
When your agent uses it
Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
What it loads into context
Frontmatter
29 tokensAlways available to the agent
SKILL.md
3,671 tokensWhen the skill is activated
Reference documents
3,723 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Export Presets
- 2. Platform-Specific Settings
- 3. Export from CLI
- 4. CI/CD with GitHub Actions
- 5. Versioning
- 6. Distribution: itch.io and Steam
- 7. Shader Baker (Godot 4.5+)
- 8. Windows Export — Native Resource Editing (Godot 4.5+)
- 9. Checklist
Files
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# Export Pipeline in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows where applicable.
> **Related skills:** **godot-testing** for CI/CD test integration, **godot-optimization** for pre-export performance checks, **responsive-ui** for platform-specific resolution settings, **mobile-development** for Android/iOS export specifics, **web-export** for browser builds and hosting.
---
## 1. Export Presets
### Creating Presets in the Editor
Open **Project → Export**, click **Add…**, and select the target platform. Each preset maps to one entry in `export_presets.cfg`. You can create multiple presets for the same platform (e.g., a debug build and a release build for Windows).
View the complete source on GitHubgdextension
When your agent uses it
Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop
What it loads into context
Frontmatter
42 tokensAlways available to the agent
SKILL.md
2,785 tokensWhen the skill is activated
Reference documents
1,104 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. When to reach for GDExtension
- 2. Project & build setup
- 3. Binding a class (C++)
- 4. Entry point & the .gdextension file
- 5. Compatibility rules
- 6. Using it from GDScript and C#
- Implementation Checklist
Files
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# GDExtension
Run native C++ (or Rust) in Godot as a shared library **without recompiling the engine**. Use it for performance-critical code, wrapping existing C/C++ libraries, or language bindings.
> **Related skills:** **csharp-godot** for when C# is enough, **gdscript-advanced** for GDScript performance idioms first, **godot-optimization** for profiling before going native, **addon-development** for distributing the result, **export-pipeline** for shipping the binaries.
---
## 1. When to reach for GDExtension
Reach for GDScript or C# for almost all game logic. Choose GDExtension only when you genuinely need it:
- **Native speed** in a hot loop that GDScript/C# can't keep up with (profile first — see **godot-optimization**).
- **Wrapping a C/C++ library** you must call directly.View the complete source on GitHubgdscript-advanced
When your agent uses it
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
What it loads into context
Frontmatter
48 tokensAlways available to the agent
SKILL.md
3,440 tokensWhen the skill is activated
Reference documents
2,031 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. When to reach for advanced GDScript
- 2. Performance idioms
- 3. Metaprogramming
- 4. `@tool` lifecycle
- 5. Async pitfalls
- 6. Signal vs Callable design choices
- 7. Profiler-driven idioms
- 8. Common pitfalls
- Implementation Checklist
Files
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# GDScript Advanced
Production-grade GDScript depth — for shipping games, not for learning the language. Pair with **gdscript-patterns** for fundamentals.
> **Related skills:** **gdscript-patterns** for language fundamentals, **godot-optimization** for engine-side perf work, **godot-debugging** for runtime diagnosis, **csharp-godot** for the C# alternative.
> **Intent:** This skill is GDScript-only by design (allowlisted). C# users should read `csharp-godot`. Adding C# parity here would undermine the audience split.
## 1. When to reach for advanced GDScript
You're past `gdscript-patterns` when:
- You're hitting a profiler bottleneck and need to know which idioms are fast
- You're writing editor tools and need `@tool` lifecycle correctnessView the complete source on GitHubgdscript-patterns
When your agent uses it
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
What it loads into context
Frontmatter
40 tokensAlways available to the agent
SKILL.md
3,580 tokensWhen the skill is activated
Reference documents
3,675 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Static Typing
- 2. Await & Coroutines
- 3. Lambda Functions
- 4. Match / Pattern Matching
- 5. Export Annotations
- 6. Inner Classes & class_name
- 7. super() in Virtual Methods
- 8. Common Idioms
- 9. Annotations Reference
- 10. Common Pitfalls
- 11. Variadic Functions (Godot 4.5+)
- 12. Abstract Classes and Methods (Godot 4.5+)
- 13. Implementation Checklist
Files
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# GDScript Patterns in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **gdscript-advanced** for production-grade depth (performance idioms, metaprogramming, @tool lifecycle, profiler-driven idioms), **godot-code-review** for style rules and anti-patterns, **csharp-godot** for GDScript-to-C# translation, **state-machine** for state patterns, **event-bus** for signal architecture.
> **Note:** This skill is GDScript-specific by design. For C# patterns, see **csharp-godot** and **csharp-signals**.
---
## 1. Static Typing
### Type Hints
View the complete source on GitHubgodot-brainstorming
When your agent uses it
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
What it loads into context
Frontmatter
34 tokensAlways available to the agent
SKILL.md
3,068 tokensWhen the skill is activated
Reference documents
2,227 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Process: How to Brainstorm
- 1. When to Use
- 2. Scene Tree Planning
- 3. Picking Node Types and Dimension
- 4. Questions to Ask Before Building
- 5. Common Architecture Decisions
- 6. Design Output Format
- Design Checklist
- Agent Instructions Injection
Files
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# Godot Brainstorming
A structured design process for Godot 4.3+ features and systems — from blank slate to a clear scene tree, signal map, and data flow before you write a single line of implementation code.
> **Related skills:** **godot-grill** for settling open design decisions first, **scene-organization** for scene tree composition patterns, **component-system** for component-based architecture, **event-bus** for signal-based communication design.
---
## Process: How to Brainstorm
Do NOT jump straight to designing. Follow these steps:
### Step 1: Settle the decisions
If the request has open design decisions (scope, dimension, authority, data home, …), invoke `godot-prompter:godot-grill` and let it run to its end. Skip it when a record in the project's decisions or ADR directory already covers this feature, or the user has stated the decisions. Either way, check what already exists (code, scenes, assets). Carry the record into Step 2 — approaches must respect its settled rows.View the complete source on GitHubgodot-code-review
When your agent uses it
Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls. Triggers on "review this script", "check my code", "any issues with this", "what's wrong with this code", including a short pasted snippet.
What it loads into context
Frontmatter
71 tokensAlways available to the agent
SKILL.md
3,666 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Node & Scene Architecture
- 2. GDScript Style
- 3. C# Style
- 4. Performance
- 5. Input Handling
- 6. Signals & Communication
- 7. Resource Management
- 8. Error-Prone Patterns
- 9. Review Output Format
Files
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# Godot Code Review
A structured review guide for Godot 4.3+ projects covering GDScript and C#. Work through each checklist section, then produce a review summary using the output template at the end.
> **Related skills:** **godot-testing** for TDD and test coverage, **scene-organization** for scene tree best practices, **godot-optimization** for performance review.
---
## 1. Node & Scene Architecture
- [ ] Each scene has a single, clear responsibility (player, enemy, UI widget, etc.)
- [ ] Inheritance chains are shallow — prefer composition via child nodes over deep `extends` hierarchies
- [ ] Autoloads (singletons) are used sparingly; only truly global state belongs there
- [ ] Node references traverse only to direct children — no `get_parent()` chainsView the complete source on GitHubgodot-debugging
When your agent uses it
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
What it loads into context
Frontmatter
30 tokensAlways available to the agent
SKILL.md
2,921 tokensWhen the skill is activated
Reference documents
4,224 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Print Debugging
- 2. Breakpoints and the Remote Debugger
- 3. Signal Debugging
- 4. Common Error Patterns
- 5. Performance Debugging
- 6. Scene Tree Debugging
- 7. Systematic Debugging Method
- 8. Implementation Checklist
Files
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# Godot Debugging
This skill covers systematic debugging for Godot 4.3+ projects in both GDScript and C#. It covers print techniques, breakpoints, signal tracing, the built-in profiler, scene tree inspection, common error patterns, and a step-by-step debugging checklist.
> **Related skills:** **godot-optimization** for performance profiling, **godot-testing** for regression tests after fixes, **csharp-signals** for C# signal debugging patterns.
---
## 1. Print Debugging
### GDScript
Godot provides several print functions with different purposes. Choose based on the severity and context of what you are logging.
View the complete source on GitHubgodot-grill
When your agent uses it
Use when a new Godot system or feature has open design decisions — interrogates them in batched rounds, scope first, each question with a recommended answer, and records the answers before any design or code. Triggers on "grill me", "ask me first", "question me on the design", "what do I need to decide before building". Not for choosing between nodes or APIs, and not for bug fixes.
What it loads into context
Frontmatter
95 tokensAlways available to the agent
SKILL.md
1,858 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Decisions, not facts
- 2. The seeded dependency tree
- 3. Rounds
- 4. Ending the grill
- 5. The decision record
- 6. Anti-patterns
- Checklist
Files
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# Godot Grill
Settle the decisions only the developer can make, before anyone designs a scene tree or writes
code. The output is a **decision record**, not a design.
> **Related skills:** **godot-brainstorming** for the scene tree, signal map, and plan once decisions are settled, **scene-organization** for composition vs. inheritance trade-offs, **godot-mentor** for teaching-mode delivery of what follows.
## 1. Decisions, not facts
Ask only what **only the user knows**: intent, constraints, priorities, taste.
Node types, API signatures, and version differences are **facts**. Look them up
(`godot-brainstorming/references/node-selection.md`, the domain skills), decide, and record the
choice. Never spend a question on one.View the complete source on GitHubgodot-mentor
When your agent uses it
Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
What it loads into context
Frontmatter
77 tokensAlways available to the agent
SKILL.md
3,342 tokensWhen the skill is activated
Reference documents
11,635 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. The wrapping rule
- 2. The five beats
- 3. Turning it on and off
- 4. Calibrating depth
- 5. Anti-patterns
- 6. Worked example
- 7. Editor references
- Implementation Checklist
Files
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# Godot Mentor Mode
> **Related skills:** **godot-brainstorming** for design exploration before building, **godot-project-setup** for scaffolding, **godot-code-review** for reviewing finished work, **godot-debugging** for diagnosing runtime issues.
Mentor mode changes the **shape** of an answer, not its **source of truth**. It wraps the
domain skills — it never replaces them.
## 1. The wrapping rule
**Always load the matching domain skill first, then deliver it through the contract below.**
```
"add double jump" + mentor mode
1. invoke godot-prompter:player-controller <- still authoritativeView the complete source on GitHubgodot-optimization
When your agent uses it
Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
What it loads into context
Frontmatter
32 tokensAlways available to the agent
SKILL.md
2,913 tokensWhen the skill is activated
Reference documents
8,132 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Using the Profiler
- 2. Draw Call Optimization
- 3. Physics Optimization
- 4. GDScript Performance
- 5. Memory Management
- 6. Common Bottlenecks
- 7. Top Anti-Patterns
- 8. Checklist
Files
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# Godot Optimization
This skill covers performance optimization for Godot 4.3+ projects in both GDScript and C#. It covers the built-in profiler, draw call reduction, physics tuning, GDScript performance patterns, memory management, object pooling, and a reference table of common bottlenecks.
> **Related skills:** **godot-debugging** for systematic debugging and profiling, **godot-code-review** for performance review checklist, **export-pipeline** for release build optimization, **physics-system** for collision shapes, layers, and physics body types, **2d-essentials** for 2D mesh optimization, particle performance, and draw order tuning, **multithreading** for moving work off the main thread, **mobile-development** for mobile performance budgets.
---
## 1. Using the Profiler
### Frame Time Budget
At 60 fps, the entire frame (update, physics, rendering) must complete in **16.6 ms**. At 30 fps the budget is 33.3 ms. Any single system that consumes the majority of that budget is a bottleneck.
View the complete source on GitHubgodot-project-setup
When your agent uses it
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
What it loads into context
Frontmatter
39 tokensAlways available to the agent
SKILL.md
3,420 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Recommended Directory Structure (Split Layout)
- Alternative: Co-Located Structure
- .gitignore
- .gitattributes
- Project Settings
- Autoloads
- C# Project Setup
- Project Setup Checklist
Files
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# Godot Project Setup
This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.
> **Related skills:** **scene-organization** for structuring scene trees, **event-bus** for the EventBus autoload pattern, **save-load** for the SaveManager autoload pattern.
## Recommended Directory Structure (Split Layout)
The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.
```
res://
├── assets/
│ ├── audio/View the complete source on GitHubgodot-testing
When your agent uses it
Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
What it loads into context
Frontmatter
36 tokensAlways available to the agent
SKILL.md
2,213 tokensWhen the skill is activated
Reference documents
8,544 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- Framework Selection
- TDD Workflow: RED-GREEN-REFACTOR
- Test Directory Structure
- Running Tests
- Testing Patterns
- Common Assertions
- What NOT to Test
- Checklist
Files
SKILL.mdcore9,936 bytesgdunit4-reference.mddoc10,761 bytesgut-reference.mddoc8,844 bytesreferences/running-tests.mddoc3,320 bytesreferences/tdd-workflow.mddoc6,084 bytesreferences/testing-patterns.mddoc5,079 bytes
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# Godot Testing
This skill covers test-driven development (TDD) for Godot 4.3+ projects using GUT (Godot Unit Testing) and gdUnit4. It includes framework selection, full RED-GREEN-REFACTOR examples, test structure, running tests in CI, and common testing patterns.
> **Related skills:** **godot-code-review** for review checklists, **dependency-injection** for test-friendly architecture, **export-pipeline** for CI/CD test automation.
## Framework Selection
| Feature | GUT | gdUnit4 |
|-----------------------|----------------------------------|-----------------------------------|
| Language | GDScript-first, limited C# | GDScript + C# (first-class) |
| Install | AssetLib or git submodule | AssetLib or git submodule |
| Editor integration | Built-in GUT panel | Built-in inspector + panel |
| Mocking | `double()` / `stub()` API | `mock()` / `spy()` API |View the complete source on GitHubgodot-ui
When your agent uses it
Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
What it loads into context
Frontmatter
26 tokensAlways available to the agent
SKILL.md
3,348 tokensWhen the skill is activated
Reference documents
6,562 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Control Node Hierarchy
- 2. Common Container Nodes
- 3. Anchors & Margins
- 4. Theme System
- 5. Focus & Navigation
- 6. Common UI Patterns
- 7. Signals
- 8. FoldableContainer (Godot 4.5+)
- 9. Stacked Label Effects (Godot 4.5+)
- 10. Checklist
Files
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# Godot UI — Control Nodes, Themes & Layout
All examples target Godot 4.3+ with no deprecated APIs; GDScript first, then C#.
> **Related skills:** **responsive-ui** for multi-resolution scaling, **hud-system** for in-game HUD patterns, **dialogue-system** for dialogue UI presentation, **tween-animation** for UI transition and animation effects.
---
## 1. Control Node Hierarchy
### How Control Differs from Node2D
`Control` is the base class for all UI nodes — it lives in a separate scene-tree branch from `Node2D`/`Node3D` with a fundamentally different layout model.
View the complete source on GitHubhud-system
When your agent uses it
Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
What it loads into context
Frontmatter
29 tokensAlways available to the agent
SKILL.md
2,873 tokensWhen the skill is activated
Reference documents
5,140 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. HUD Architecture
- 2. Health Bar
- 3. Score / Label Display
- 4. Damage Numbers
- 5. Notification System
- 6. Minimap Concept
- 7. Interaction Prompts
- 8. Checklist
Files
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# HUD Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **godot-ui** for Control node layout and themes, **component-system** for HealthComponent integration, **event-bus** for score/notification signals, **inventory-system** for inventory UI patterns, **2d-essentials** for CanvasLayer setup and draw order, **ability-system** for cooldown bar and resource bar binding patterns.
---
## 1. HUD Architecture
### Why CanvasLayer
A `CanvasLayer` renders its children with its own transform, independent of the `Camera2D` (unless `follow_viewport_enabled` is on); a `Camera3D` never moves 2D nodes. Without it, HUD nodes on the scene root's default canvas (layer 0) move with a `Camera2D` when you pan or zoom, because the camera sets that canvas's transform. Wrapping all HUD nodes in a `CanvasLayer` keeps the HUD in place; layer `≥ 1` (the default is 1) draws it above the world.
View the complete source on GitHubinput-handling
When your agent uses it
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
What it loads into context
Frontmatter
36 tokensAlways available to the agent
SKILL.md
3,278 tokensWhen the skill is activated
Reference documents
5,802 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Concepts
- 2. Input Map Setup
- 3. Reading Input — Events vs Polling
- 4. Mouse Input
- 5. Controller / Gamepad Support
- 6. Touch Input
- 7. Action Rebinding at Runtime
- 8. Consuming and Propagating Input
- 9. Common Pitfalls
- 10. Implementation Checklist
Files
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# Input Handling in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for movement driven by input, **godot-ui** for UI input focus and navigation, **save-load** for persisting custom key bindings, **responsive-ui** for touch vs desktop input adaptation, **xr-development** for XR controller and hand tracking input, **mobile-development** for mobile sensors and app lifecycle.
---
## 1. Core Concepts
### Input Flow
```
Hardware Event (key, mouse, gamepad)View the complete source on GitHubinventory-system
When your agent uses it
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
What it loads into context
Frontmatter
25 tokensAlways available to the agent
SKILL.md
1,808 tokensWhen the skill is activated
Reference documents
5,770 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Architecture Overview
- 2. The Decisions That Matter
- 3. Equipment Extension
- 4. UI Binding
- 5. Serialization
- Implementation Checklist
Files
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# Inventory Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. This skill carries the decisions; the implementations live in `references/` (GDScript first, then C#) — load the one you need.
> **Related skills:** **resource-pattern** for custom Resource data containers, **save-load** for inventory serialization, **event-bus** for inventory change notifications, **hud-system** for inventory UI display, **popochiu** for adventure-game inventory.
---
## 1. Architecture Overview
```
┌─────────────────────────────────────────────────────────┐
│ UI Layer │
│ InventoryUI (Control) │View the complete source on GitHublimboai
When your agent uses it
Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
What it loads into context
Frontmatter
45 tokensAlways available to the agent
SKILL.md
3,570 tokensWhen the skill is activated
Reference documents
1,278 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. When to use LimboAI
- 2. Install & setup
- 3. Behavior trees
- 4. Custom tasks
- 5. Blackboard
- 6. Hierarchical state machine (LimboHSM)
- Implementation checklist
Files
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# LimboAI
> **Related skills:** **ai-navigation** for movement the tasks drive, **state-machine** for core-engine FSM (when you don't need an addon), **godot-brainstorming** for choosing an AI approach.
> **Addon:** LimboAI · version `v1.8.0` · Godot 4.6+ (GDExtension) · MIT · source: https://github.com/limbonaut/limboai · written in C++ (GDExtension; engine-module build also available). GDExtension exposes GDScript; **C# requires the module build** (not GDExtension in v1.8.0), and the v1.8.0 module build targets **Godot 4.7**.
---
## 1. When to use LimboAI
| Approach | Best for |
|---|---|
| Core-engine FSM (`state-machine` skill) | Simple agents, < 5 states, no addon |
| **Beehave** (GDScript addon) | Lightweight BT, GDScript-only projects |View the complete source on GitHublocalization
When your agent uses it
Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
What it loads into context
Frontmatter
45 tokensAlways available to the agent
SKILL.md
3,368 tokensWhen the skill is activated
Reference documents
2,108 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Concepts
- 2. Translation Files
- 3. Using tr() in Code
- 4. Switching Locale at Runtime
- 5. Right-to-Left (RTL) Support
- 6. Locale-Aware Formatting
- 7. Project Organization
- 8. Common Pitfalls
- 9. Editor Locale Preview (Godot 4.5+)
- 10. CSV Plural and Context Support (Godot 4.6+)
- 11. Implementation Checklist
Files
SKILL.mdcore13,574 bytesreferences/csv-plural-context.mddoc2,437 bytesreferences/editor-preview.mddoc1,011 bytesreferences/locale-formatting.mddoc1,205 bytesreferences/rtl-support.mddoc3,916 bytes
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# Localization in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs; GDScript first, then C#.
> **Related skills:** **godot-ui** for Control nodes and theme management, **save-load** for persisting language settings, **responsive-ui** for layout adjustments per locale.
---
## 1. Core Concepts
### How Godot Localization Works
1. **Wrap all user-facing strings** in `tr()` — Godot's translation function
2. **Create translation files** (CSV or PO) mapping keys to translated stringsView the complete source on GitHubmath-essentials
When your agent uses it
Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
What it loads into context
Frontmatter
31 tokensAlways available to the agent
SKILL.md
3,361 tokensWhen the skill is activated
Reference documents
2,118 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Vector Operations
- 2. Transforms
- 3. Interpolation
- 4. Curves and Paths
- 5. Random Number Generation
- 6. Common Game Math Recipes
- 7. Common Pitfalls
- 8. Implementation Checklist
Files
SKILL.mdcore13,517 bytesreferences/curves-and-paths.mddoc1,895 bytesreferences/game-math-recipes.mddoc2,727 bytesreferences/random-numbers.mddoc2,967 bytes
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# Game Math in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for movement physics, **ai-navigation** for pathfinding math, **camera-system** for camera interpolation, **tween-animation** for easing curves, **physics-system** for collision math.
---
## 1. Vector Operations
### Essential Vector Methods
| Method | Returns | Description |
|-------------------------|-----------|-----------------------------------------------|View the complete source on GitHubmobile-development
When your agent uses it
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
What it loads into context
Frontmatter
37 tokensAlways available to the agent
SKILL.md
3,305 tokensWhen the skill is activated
Reference documents
2,681 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Export & signing
- 2. App lifecycle
- 3. Permissions
- 4. Calling Android APIs (JavaClassWrapper) — Godot 4.4+
- 5. Device features & safe area
- 6. Mobile performance & renderer
- 7. C# on mobile
- Implementation Checklist
Files
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# Mobile Development
Ship a Godot 4.x game to Android and iOS. This covers the platform-specific deltas beyond a generic export: signing, lifecycle, permissions, plugins, IAP, device features, and the mobile renderer/perf budget.
> **Related skills:** **export-pipeline** for the generic export flow and CI/CD, **responsive-ui** for safe-area layout, **input-handling** for touch, **godot-optimization** for mobile performance, **csharp-godot** for C# mobile caveats.
---
## 1. Export & signing
**Android:** OpenJDK 17 and the Android SDK; set `Java SDK Path` + `Android SDK Path` in **Editor Settings** (per-user, not per-project). Generate a release keystore:
```bash
keytool -v -genkey -keystore mygame.keystore -alias mygame -keyalg RSA -validity 10000View the complete source on GitHubmultiplayer-basics
When your agent uses it
Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
What it loads into context
Frontmatter
28 tokensAlways available to the agent
SKILL.md
3,083 tokensWhen the skill is activated
Reference documents
3,685 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Multiplayer Architecture
- 2. Setting Up ENetMultiplayerPeer
- 3. RPCs
- 4. Authority Model
- 5. Spawning Networked Objects
- 6. Player Join Flow
- 7. Disconnect Handling
- 8. Common Pitfalls
- 9. Checklist
Files
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# Multiplayer Basics in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, C# follows.
**Related skills:** See **multiplayer-sync** for state synchronization and interpolation. See **dedicated-server** for headless export and server deployment.
---
## 1. Multiplayer Architecture
Godot uses a **client-server model** built on top of `MultiplayerAPI`. One peer acts as the server; all others are clients. Every peer has a unique integer ID assigned by the network layer:
| Peer ID | Role |
|---------|------|View the complete source on GitHubmultiplayer-sync
When your agent uses it
Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
What it loads into context
Frontmatter
25 tokensAlways available to the agent
SKILL.md
2,643 tokensWhen the skill is activated
Reference documents
4,985 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. MultiplayerSynchronizer
- 2. Property Synchronization
- 3. Interpolation
- 4. Client-Side Prediction
- 5. Lag Compensation
- 6. State vs Input Synchronization
- 7. Bandwidth Optimization
- 8. Implementation Checklist
Files
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# Multiplayer Synchronization in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **multiplayer-basics** for ENet setup, RPCs, and authority model, **dedicated-server** for headless export and deployment, **physics-system** for physics interpolation and RigidBody synchronization.
---
## 1. MultiplayerSynchronizer
`MultiplayerSynchronizer` is Godot's built-in node for replicating properties across the network. Add it as a child of the node whose state you want to share.
### What It Does
View the complete source on GitHubmultithreading
When your agent uses it
Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading
What it loads into context
Frontmatter
41 tokensAlways available to the agent
SKILL.md
2,630 tokensWhen the skill is activated
Reference documents
985 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Threading model & safety rules
- 2. WorkerThreadPool (preferred)
- 3. Thread / Mutex / Semaphore
- 4. Handing results back: call_deferred / set_deferred
- 5. Threaded resource loading
- 6. C# concurrency: Tasks vs Godot threads
- Implementation Checklist
Files
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# Multithreading
Run expensive work off the main thread without corrupting the scene tree. Prefer `WorkerThreadPool` for short parallel jobs; reach for `Thread`/`Mutex`/`Semaphore` only when you need a long-lived worker.
> **Related skills:** **godot-optimization** for profiling before threading, **assets-pipeline** for asset import, **csharp-godot** for C# specifics, **gdscript-advanced** for async/await pitfalls.
---
## 1. Threading model & safety rules
The main thread owns the scene tree — **interacting with the active scene tree is not thread-safe.** Observe these doc-sourced rules:
- **Servers** (RenderingServer, PhysicsServer) are thread-safe **only after enabling it in Project Settings** (`Rendering > Driver > Threads > Thread Model = Separate` — `Multi-Threaded` on 4.3, and experimental; `Physics > {2D,3D} > Run on Separate Thread`). Servers handle thousands of thread-driven instances well.
- **NavigationServer2D/3D are thread-safe and thread-friendly** (true parallel queries); tune `Navigation > Pathfinding > Max Threads` (4.4+).View the complete source on GitHubparticles-vfx
When your agent uses it
Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
What it loads into context
Frontmatter
46 tokensAlways available to the agent
SKILL.md
3,271 tokensWhen the skill is activated
Reference documents
6,236 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Concepts
- 2. Key Node Properties
- 3. ParticleProcessMaterial — Essential Properties
- 4. Common VFX Recipes
- 5. Trails (Forward+ and Mobile only)
- 6. Subemitters
- 7. Attractors & Collision (3D)
- 8. Turbulence
- 9. Flipbook Animation (2D)
- 10. Performance and Common Pitfalls
- 11. Implementation Checklist
Files
SKILL.mdcore12,481 bytesSKILL.mdcore12,481 bytesSKILL.mdcore12,481 bytesSKILL.mdcore12,481 bytesSKILL.mdcore12,481 bytesreferences/attractors-and-collision.mddoc3,484 bytesreferences/flipbook-animation.mddoc1,781 bytesreferences/performance-and-pitfalls.mddoc4,742 bytesreferences/process-material-basics.mddoc3,708 bytesreferences/subemitters.mddoc2,528 bytesreferences/trails.mddoc2,007 bytesreferences/vfx-recipes.mddoc4,803 bytes
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# Particle Systems in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **shader-basics** for custom particle shaders, **3d-essentials** for lighting and environment that affect particles, **2d-essentials** for 2D rendering context, **tween-animation** for code-driven VFX timing, **godot-optimization** for particle performance tuning.
---
## 1. Core Concepts
### GPU vs CPU Particles
| Node | Processing | Features | Use For |
|---------------------|------------|-----------------------------------------|--------------------------------|View the complete source on GitHubphantom-camera
When your agent uses it
Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
What it loads into context
Frontmatter
36 tokensAlways available to the agent
SKILL.md
3,533 tokensWhen the skill is activated
Reference documents
1,035 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. When to use Phantom Camera vs. `camera-system`
- 2. Install & setup
- 3. Host + camera model
- 4. Priority-based switching
- 5. Follow modes
- 6. Look-at modes (3D only)
- 7. Tweening between cameras
- Implementation checklist
Files
SKILL.mdcore13,040 bytesSKILL.mdcore13,040 bytesSKILL.mdcore13,040 bytesSKILL.mdcore13,040 bytesreferences/follow-modes.mddoc3,492 bytes
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# Phantom Camera
> **Related skills:** **camera-system** for hand-rolled camera patterns, **tween-animation** for the easing concepts the transitions build on.
> **Addon:** Phantom Camera · version `v0.11.0.2` · Godot 4.4+ · MIT · source: https://github.com/ramokz/phantom-camera · nodes are GDScript, plus an official C# wrapper API (`namespace PhantomCamera`) shipped as source `.cs` files in the addon. **Pre-1.0:** minor versions may break API.
---
## 1. When to use Phantom Camera vs. `camera-system`
| Approach | Best for |
|---|---|
| Hand-rolled (`camera-system` skill) | One camera, simple follow/shake, no addon dependency |
| **Phantom Camera** | Multiple camera "shots" that need priority-based switching, dead-zone/group/path/third-person follow logic, and smooth resource-driven tweens between them — Cinemachine-style workflow |View the complete source on GitHubphysics-system
When your agent uses it
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
What it loads into context
Frontmatter
47 tokensAlways available to the agent
SKILL.md
3,868 tokensWhen the skill is activated
Reference documents
7,113 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Physics Body Types
- 2. RigidBody2D/3D
- 3. StaticBody2D/3D
- 4. Area2D/3D
- 5. Collision Shapes
- 6. Collision Layers and Masks
- 7. Raycasting and Physics Queries
- 8. Jolt Physics
- 9. Physics Interpolation
- 10. Ragdoll System
- 11. SoftBody3D
- 13. Troubleshooting Physics Issues
- 14. Implementation Checklist
Files
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# Physics System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **player-controller** for CharacterBody2D/3D movement patterns, **component-system** for hitbox/hurtbox composition, **godot-optimization** for physics performance tuning, **camera-system** for camera follow and interpolation, **multiplayer-sync** for networked physics, **2d-essentials** for tile collision setup and 2D canvas layers.
---
## 1. Physics Body Types
Four collision-object types (the last three extend `PhysicsBody2D`/`3D`):
| Type | Moved by | Use for |
|------|----------|---------|View the complete source on GitHubplayer-controller
When your agent uses it
Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
What it loads into context
Frontmatter
30 tokensAlways available to the agent
SKILL.md
3,487 tokensWhen the skill is activated
Reference documents
1,651 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Concepts
- 2. 2D Top-Down Controller
- 3. 2D Platformer Controller
- 4. 3D First-Person Controller
- 5. Common Movement Recipes
- 6. Common Pitfalls
- 7. Implementation Checklist
Files
SKILL.mdcore14,069 bytesreferences/common-movement-recipes.mddoc6,395 bytes
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# Player Controllers in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **physics-system** for RigidBody, Area, raycasting, and collision shapes, **2d-essentials** for TileMaps, parallax, and 2D lighting, **3d-essentials** for CharacterBody3D and 3D movement setup, **state-machine** for movement state management, **camera-system** for camera follow and shake, **component-system** for hitbox/hurtbox integration, **animation-system** for animation driven by movement state, **input-handling** for InputMap actions and controller support, **ai-navigation** for enemy movement and pathfinding.
---
## 1. Core Concepts
### CharacterBody vs RigidBody
| Body Type | Use For | Physics Control | Notes |
|-------------------|--------------------------------|-----------------|----------------------------------------------------------|View the complete source on GitHubpopochiu
When your agent uses it
Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
What it loads into context
Frontmatter
42 tokensAlways available to the agent
SKILL.md
2,796 tokensWhen the skill is activated
Reference documents
4,618 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. When to use Popochiu
- 2. Install & project setup
- 3. Core concepts & the one-letter autoloads
- 4. Rooms & navigation
- 5. Interactions
- 6. Characters & dialog basics
- Implementation checklist
Files
SKILL.mdcore10,760 bytesreferences/dialogs.mddoc4,834 bytesreferences/gui.mddoc4,012 bytesreferences/inventory.mddoc4,143 bytesreferences/pipeline.mddoc5,158 bytes
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# Popochiu
> **Related skills:** **dialogue-system** for hand-rolled dialogue data, **inventory-system** for generic inventory patterns, **save-load** for core-engine persistence.
> **Addon:** Popochiu · version `v2.1.1` · Godot 4.6 · MIT · source: https://github.com/carenalgas/popochiu · pure GDScript (no C# API — GDScript-only skill).
---
## 1. When to use Popochiu
| Approach | Best for |
|---|---|
| Hand-rolled (`dialogue-system` + `inventory-system` + `state-machine`) | Custom genre, tight control over every system, no editor tooling needed |
| **Popochiu** | Full point-and-click adventure (AGS/PowerQuest-style): rooms, walk-to-click, verb-based interaction, dialog trees, inventory, save/load — wired together with dock-generated scaffolding |View the complete source on GitHubprocedural-generation
When your agent uses it
Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
What it loads into context
Frontmatter
41 tokensAlways available to the agent
SKILL.md
1,278 tokensWhen the skill is activated
Reference documents
6,059 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Seeded Randomness
- 2. Noise-Based Generation (FastNoiseLite)
- 3. BSP Dungeon Generation
- 4. Cellular Automata (Cave Generation)
- 5. Wave Function Collapse (WFC)
- 6. Common Pitfalls
- 7. Implementation Checklist
Files
SKILL.mdcore5,155 bytesreferences/bsp-dungeons.mddoc6,542 bytesreferences/cellular-automata.mddoc4,655 bytesreferences/noise-generation.mddoc3,958 bytesreferences/wave-function-collapse.mddoc7,506 bytes
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# Procedural Generation in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **2d-essentials** for TileMapLayer usage, **3d-essentials** for 3D terrain meshes, **math-essentials** for vectors and transforms, **godot-optimization** for chunk loading and performance.
---
## 1. Seeded Randomness
Always use seeds for reproducible generation. This enables shareable seeds, replay, and deterministic testing.
### GDScript
View the complete source on GitHubrendering-pipeline
When your agent uses it
Use when choosing a renderer or planning a project's look and frame budget — renderer per platform, lighting strategy and light limits, anti-aliasing, 3D resolution scaling (FSR, MetalFX), SubViewports and render targets, shader stutter, graphics settings menus, and rendering stats
What it loads into context
Frontmatter
67 tokensAlways available to the agent
SKILL.md
3,644 tokensWhen the skill is activated
Reference documents
3,053 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Pick the Renderer First
- 2. Lighting Strategy
- 3. Anti-Aliasing
- 4. 3D Resolution Scaling
- 5. SubViewports and Render Targets
- 6. Shader Compilation Stutter
- 7. Measuring
- 8. Graphics Settings Menu
- 9. Common Pitfalls
- 10. Checklist
Files
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# Rendering Pipeline in Godot 4.3+
Project-level rendering decisions: which renderer runs where, how the lighting is built for it, how edges are smoothed, what resolution 3D renders at, and how to measure the result. All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
This skill picks the strategy; **3d-essentials** holds the per-node recipes (materials, light properties, GI setup, fog, decals).
> **Related skills:** **3d-essentials** for materials, lights, environment and GI node setup, **2d-essentials** for 2D lights and shadows, **shader-basics** for post-processing, compositor effects and the Shader Baker, **godot-optimization** for profiling CPU/GPU bottlenecks, **web-export** for the Compatibility-only browser target.
---
## 1. Pick the Renderer First
The renderer decides which lighting features exist at all, so choose it before building the look.
View the complete source on GitHubresource-pattern
When your agent uses it
Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
What it loads into context
Frontmatter
28 tokensAlways available to the agent
SKILL.md
3,111 tokensWhen the skill is activated
Reference documents
3,559 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. What Are Resources
- 2. When to Use Resources
- 3. Basic Custom Resource
- 4. Editor Integration
- 5. Resource as Configuration
- 6. Resource Collections
- 7. Resource vs Node
- 8. Sharing vs Unique
- 9. Saving Custom Resources
- 10. Anti-patterns
- 11. Checklist
Files
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# Resource Pattern in Godot 4.3+
Resources are Godot's built-in data containers. Use them for configuration, item definitions, character stats, and any data that lives outside the scene tree. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **inventory-system** for Resource-based item definitions, **save-load** for Resource serialization, **component-system** for data-driven component configuration, **ability-system** for Resource-based ability definitions built on this pattern.
---
## 1. What Are Resources
A `Resource` is a reference-counted data object that:
- Is saved as a `.tres` (text) or `.res` (binary) file on disk
- Is editable directly in the Godot InspectorView the complete source on GitHubresponsive-ui
When your agent uses it
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
What it loads into context
Frontmatter
27 tokensAlways available to the agent
SKILL.md
2,407 tokensWhen the skill is activated
Reference documents
2,963 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Project Settings for Resolution
- 2. Stretch Mode Comparison
- 3. Aspect Ratio Handling
- 4. Pixel Art Setup
- 5. DPI Scaling
- 6. Mobile Considerations
- 7. Adaptive Layouts
- 8. Testing Multiple Resolutions
- 9. Checklist
Files
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# Responsive UI in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **godot-ui** for Control node layout and themes, **export-pipeline** for platform-specific export settings, **godot-project-setup** for initial project resolution settings, **input-handling** for touch vs desktop input adaptation, **localization** for layout adjustments per locale, **mobile-development** for safe-area and notch handling.
---
## 1. Project Settings for Resolution
Configure base resolution and stretch behaviour in `Project > Project Settings > Display > Window`.
Key settings and their keys in the `[display]` section of `project.godot`:
View the complete source on GitHubsave-load
When your agent uses it
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
What it loads into context
Frontmatter
25 tokensAlways available to the agent
SKILL.md
1,210 tokensWhen the skill is activated
Reference documents
5,173 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Strategy Comparison
- 2. ConfigFile — Settings
- 3. JSON — Game Saves
- 4. Save Architecture Pattern
- 5. Save File Locations
- 6. Version Migration
- 7. Implementation Checklist
Files
SKILL.mdcore5,575 bytesreferences/configfile.mddoc3,554 bytesreferences/json-saves.mddoc12,939 bytesreferences/save-architecture.mddoc4,160 bytesreferences/version-migration.mddoc2,368 bytes
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# Save / Load Systems in Godot 4.3+
Choose the right serialization strategy for your data type. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **resource-pattern** for custom Resource data containers, **inventory-system** for inventory serialization patterns, **godot-project-setup** for SaveManager autoload setup, **popochiu** for adventure-framework saves.
---
## 1. Strategy Comparison
| Strategy | Best For | Readable | Editor Support | Notes |
|-------------------|---------------------------------|----------|----------------|------------------------------------|
| ConfigFile | Settings, simple key-value data | Yes | No | Built-in INI-style, no extra deps |
| JSON | Game saves, flexible structures | Yes | No | Cross-platform, version-migratable |View the complete source on GitHubscene-organization
When your agent uses it
Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
What it loads into context
Frontmatter
27 tokensAlways available to the agent
SKILL.md
2,523 tokensWhen the skill is activated
Reference documents
0 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Principle
- 2. Composition Over Inheritance
- 3. Scene Splitting Rules
- 4. Node Communication Patterns
- 5. Scene Tree Patterns
- 6. Checklist
Files
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# Scene Organization
A guide for structuring Godot 4.3+ scene trees: when to split, when to compose, and how nodes should communicate.
> **Related skills:** **component-system** for composition patterns, **event-bus** for decoupled communication, **godot-brainstorming** for scene tree planning, **2d-essentials** for TileMapLayer and CanvasLayer organization.
---
## 1. Core Principle
Scenes are building blocks. Each scene encapsulates exactly one concept — a player, an enemy, a health bar, a weapon. A scene should be understandable in isolation, reusable without modification, and replaceable without breaking its neighbors.
> One scene = one responsibility. If you struggle to name a scene in two words or fewer, it is probably doing too much.
View the complete source on GitHubshader-basics
When your agent uses it
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
What it loads into context
Frontmatter
29 tokensAlways available to the agent
SKILL.md
3,377 tokensWhen the skill is activated
Reference documents
5,491 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Concepts
- 2. Godot Shader Language Basics
- 3. Common 2D Shader Recipes
- 4. Common 3D Shader Recipes
- 5. Visual Shaders
- 6. Post-Processing Effects
- 7. Compositor Effects (Godot 4.3+)
- 8. Render Modes
- 9. Stencil Buffer Effects (Godot 4.5+)
- 10. SMAA Antialiasing (Godot 4.5+)
- 11. Shader Baker — Export-time Pre-compilation (Godot 4.5+)
- 12. Common Pitfalls
- 13. Implementation Checklist
Files
SKILL.mdcore13,635 bytesSKILL.mdcore13,635 bytesSKILL.mdcore13,635 bytesSKILL.mdcore13,635 bytesSKILL.mdcore13,635 bytesSKILL.mdcore13,635 bytesSKILL.mdcore13,635 bytesreferences/2d-shader-recipes.mddoc3,707 bytesreferences/3d-shader-recipes.mddoc1,703 bytesreferences/compositor-effects.mddoc4,394 bytesreferences/post-processing.mddoc2,735 bytesreferences/shader-baker.mddoc1,996 bytesreferences/stencil-buffer.mddoc3,496 bytesreferences/visual-shaders.mddoc2,544 bytes
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# Shaders in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **animation-system** for shader-driven effects like hit flash, **godot-optimization** for shader performance considerations, **camera-system** for post-processing camera effects, **2d-essentials** for 2D lighting, pixel-art shaders, and CanvasTexture normal maps, **3d-essentials** for spatial shaders and environment materials, **particles-vfx** for custom particle shaders, **tween-animation** for animating shader parameters at runtime.
---
## 1. Core Concepts
### Shader Types
| Shader Type | Applied To | Use For |
|------------------|--------------------------|--------------------------------------------------|View the complete source on GitHubstate-machine
When your agent uses it
Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
What it loads into context
Frontmatter
30 tokensAlways available to the agent
SKILL.md
3,496 tokensWhen the skill is activated
Reference documents
1,224 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Approach Comparison
- 2. Approach 1: Enum-Based (Simplest)
- 3. Approach 2: Node-Based (Recommended for Characters)
- 4. Approach 3: Resource-Based (Data-Driven)
- 5. Hierarchical and Parallel State Machines
- 6. Decision Flowchart
- 7. Implementation Checklist
Files
SKILL.mdcore14,872 bytesSKILL.mdcore14,872 bytesSKILL.mdcore14,872 bytesreferences/hierarchical-and-parallel.mddoc5,241 bytes
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# State Machines in Godot 4.3+
Choose the right FSM pattern for your complexity level. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **player-controller** for movement state integration, **ai-navigation** for AI state patterns, **resource-pattern** for resource-based state configuration, **animation-system** for AnimationTree states driven by FSM, **dialogue-system** for dialogue flow as a state machine, **ability-system** for caster state gating (casting/stunned), **limboai** for the LimboAI addon's HSM (`BTState`) if you need a behavior tree alongside your FSM, **beehave** for a GDScript-only BT alternative.
> **When to reach for an addon:** This skill covers the built-in FSM patterns (enum, node-based, resource-based). If your agent needs a full behavior tree, see **limboai** (C++ + HSM, Godot 4.6+) or **beehave** (pure GDScript, Godot 4.1+) instead.
---
## 1. Approach Comparison
| Approach | Complexity | Best For |
|----------------|------------|---------------------------------------|View the complete source on GitHubtween-animation
When your agent uses it
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
What it loads into context
Frontmatter
34 tokensAlways available to the agent
SKILL.md
3,562 tokensWhen the skill is activated
Reference documents
3,175 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Core Concepts
- 2. Tweener Types
- 3. Sequencing — Chain vs Parallel
- 4. Easing & Transitions
- 5. PropertyTweener Modifiers
- 6. Looping and Signals
- 7. Tween Lifecycle
- 8. Common Recipes
- 9. Common Pitfalls
- 10. Implementation Checklist
Files
SKILL.mdcore14,201 bytesSKILL.mdcore14,201 bytesSKILL.mdcore14,201 bytesreferences/common-recipes.mddoc5,726 bytesreferences/lifecycle.mddoc1,870 bytesreferences/looping-and-signals.mddoc1,789 bytesreferences/property-tweener-modifiers.mddoc1,632 bytes
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# Tweens in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **animation-system** for AnimationPlayer/AnimationTree (keyframe-based), **godot-ui** for UI transitions, **shader-basics** for tweening shader parameters, **camera-system** for camera shake and transitions, **math-essentials** for easing curves and interpolation math, **particles-vfx** for code-driven VFX timing and sequencing.
---
## 1. Core Concepts
### Tween vs AnimationPlayer
| Feature | Tween (code-driven) | AnimationPlayer (data-driven) |
|-----------------|--------------------------------------------|--------------------------------------------|View the complete source on GitHubusing-godot-prompter
When your agent uses it
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
What it loads into context
Frontmatter
33 tokensAlways available to the agent
SKILL.md
3,649 tokensWhen the skill is activated
Reference documents
1,941 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- How to Access Skills
- Coexistence with Other Plugins (e.g., Superpowers)
- Workflow: From Idea to Working Game
- Platform Adaptation
- Available Skill Categories
- Implementation Checklist
Files
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# Using GodotPrompter
> **Related skills:** **godot-project-setup** for scaffolding a new project, **godot-grill** for settling open design decisions first, **godot-brainstorming** for design exploration, **godot-code-review** for reviewing finished code, **godot-debugging** for diagnosing runtime issues.
GodotPrompter provides Godot 4.x domain-specific skills for AI coding agents. Skills cover project setup, architecture patterns, gameplay systems, UI, multiplayer, testing, and deployment — for both GDScript and C#.
## How to Access Skills
**In Claude Code:** Use the `Skill` tool with the skill name (e.g., `Skill: "godot-prompter:state-machine"`).
**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins.
**In Gemini CLI:** Deprecated (succeeded by Antigravity CLI).
View the complete source on GitHubweb-export
When your agent uses it
Use when shipping a Godot game to the browser — Web export preset options, threads vs no-threads and COOP/COEP headers, hosting on itch.io or your own server, PWA, JavaScriptBridge, user:// persistence, audio and input limits, and load size
What it loads into context
Frontmatter
64 tokensAlways available to the agent
SKILL.md
3,310 tokensWhen the skill is activated
Reference documents
2,463 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. What Changes on Web
- 2. The Export Preset
- 3. Threads or No Threads
- 4. Hosting
- 5. Detecting the Platform and Talking to JavaScript
- 6. Audio
- 7. Saving and Persistence
- 8. Input, Window, and Performance Limits
- 9. Common Pitfalls
- 10. Checklist
Files
SKILL.mdcore13,606 bytesreferences/hosting.mddoc4,493 bytesreferences/javascript-bridge.mddoc5,453 bytes
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# Web Export in Godot 4.3+
Ship a Godot 4.x game as HTML5/WebAssembly. This covers what is different from a desktop export: the renderer, threading and server headers, browser interop, persistence, and the input and audio rules browsers enforce. All examples target Godot 4.3+ with no deprecated APIs.
**C# projects cannot export to Web in Godot 4** — the .NET editor refuses the export (still true in 4.7.2). The code in this skill is GDScript only for that reason; a C# game that needs a browser build must be ported to GDScript or stay on Godot 3.
> **Related skills:** **export-pipeline** for presets, CLI export and CI/CD, **web-services** for HTTP and WebSockets from the browser, **rendering-pipeline** for what the Compatibility renderer can and cannot do, **audio-system** for buses and playback, **save-load** for save formats.
---
## 1. What Changes on Web
| Area | On Web |
|---|---|View the complete source on GitHubweb-services
When your agent uses it
Use when calling web APIs or backends from Godot — HTTPRequest, REST/JSON clients, auth headers, downloads, TLS, WebSocketPeer clients, retries, and keeping secrets out of the build
What it loads into context
Frontmatter
48 tokensAlways available to the agent
SKILL.md
3,333 tokensWhen the skill is activated
Reference documents
4,342 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. Picking the Tool
- 2. A Single Request with `await`
- 3. A Reusable JSON API Client (Autoload)
- 4. JSON Pitfalls
- 5. Downloads, Uploads, and Images
- 6. TLS and Secrets
- 7. Platform Notes
- 8. WebSocket Client
- 9. Common Pitfalls
- 10. Checklist
Files
SKILL.mdcore13,259 bytesSKILL.mdcore13,259 bytesSKILL.mdcore13,259 bytesSKILL.mdcore13,259 bytesSKILL.mdcore13,259 bytesreferences/downloads-and-uploads.mddoc8,053 bytesreferences/rest-client-patterns.mddoc7,175 bytesreferences/websocket-client.mddoc3,151 bytes
Read SKILL.md
# Web Services in Godot 4.3+
Talk to REST APIs, leaderboards, analytics, login services, and other HTTP/WebSocket backends. All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **multiplayer-basics** for real-time game networking with WebSocketMultiplayerPeer, **save-load** for persisting tokens and cached responses, **web-export** for CORS and browser limits, **mobile-development** for Android export permissions, **multithreading** for heavy response parsing off the main thread.
---
## 1. Picking the Tool
| Need | Use | Why |
|---|---|---|
| Ordinary REST call, file or image download | `HTTPRequest` node | Handles connect, redirects, gzip, timeout; emits one signal when done |
| Streaming a response, custom keep-alive, many requests to one host | `HTTPClient` | Low-level; you call `poll()` and drive the state machine yourself |View the complete source on GitHubxr-development
When your agent uses it
Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
What it loads into context
Frontmatter
49 tokensAlways available to the agent
SKILL.md
2,983 tokensWhen the skill is activated
Reference documents
5,953 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1. XR Setup
- 2. Controllers and Input
- 3. Hand Tracking
- 4. Grabbing Objects
- 5. XR UI Interaction
- 6. Passthrough (Mixed Reality)
- 7. Meta Quest Export
- 8. Godot 4.5+ XR Features
- 9. Godot 4.6+ XR Features
- 10. Godot 4.7+ XR Features
- 11. Common Pitfalls
- 12. Implementation Checklist
Files
SKILL.mdcore11,864 bytesSKILL.mdcore11,864 bytesreferences/controllers-and-input.mddoc3,271 bytesreferences/godot-4-5-features.mddoc5,842 bytesreferences/godot-4-7-features.mddoc2,393 bytesreferences/grabbing-objects.mddoc3,401 bytesreferences/hand-tracking.mddoc2,612 bytesreferences/passthrough.mddoc1,322 bytesreferences/spatial-entities.mddoc4,080 bytesreferences/xr-ui.mddoc1,985 bytes
Read SKILL.md
# XR Development in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **3d-essentials** for 3D rendering and environment, **physics-system** for 3D physics interactions, **input-handling** for non-XR input patterns, **export-pipeline** for platform exports.
---
## 1. XR Setup
### Enabling OpenXR
1. OpenXR is built into the engine — there is no plugin to enable.
2. **Project Settings → XR → OpenXR → Enabled** → `true`View the complete source on GitHubSkills included
- bad-cross-ref
- missing-checklist
- session-card-broken
- session-card-missing
- session-card-oversized
- token-budget-near
- token-budget-over
- 2d-essentials
- 3d-essentials
- ability-system
- addon-development
- ai-navigation
- animation-system
- assets-pipeline
- audio-system
- beehave
- camera-system
- component-system
- csharp-godot
- csharp-signals
- dedicated-server
- dependency-injection
- dialogue-manager
- dialogue-system
- event-bus
- export-pipeline
- gdextension
- gdscript-advanced
- gdscript-patterns
- godot-brainstorming
- godot-code-review
- godot-debugging
- godot-grill
- godot-mentor
- godot-optimization
- godot-project-setup
- godot-testing
- godot-ui
- hud-system
- input-handling
- inventory-system
- limboai
- localization
- math-essentials
- mobile-development
- multiplayer-basics
- multiplayer-sync
- multithreading
- particles-vfx
- phantom-camera
- physics-system
- player-controller
- popochiu
- procedural-generation
- rendering-pipeline
- resource-pattern
- responsive-ui
- save-load
- scene-organization
- shader-basics
- state-machine
- tween-animation
- using-godot-prompter
- web-export
- web-services
- xr-development
Repository facts
- License
- MIT
- Created
- Apr 3, 2026
- Last pushed
- Nov 1, 2026
- Forks
- 63
- Open issues
- 0
- Project activity
- Active
Rank over the last 12 weeks
Now #949 · best #746 · down 97 in 30 days
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Before you install
Network or broad shellAutomated signals, not a guarantee
Checked Nov 4, 2026
Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.
Show 217 notes
skills/2d-essentials/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/2d-essentials/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/2d-essentials/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/2d-essentials/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/3d-essentials/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/3d-essentials/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ability-system/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ability-system/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ability-system/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ability-system/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/addon-development/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/addon-development/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/addon-development/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/addon-development/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/addon-development/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/addon-development/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/addon-development/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ai-navigation/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ai-navigation/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ai-navigation/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzed
- No broad tool permissions
- 14 dangerous shell commandsin 3 files: dedicated-server/references/deployment.md:19 web-export/SKILL.md:135 web-export/references/javascript-bridge.md:83
- 120 network referencesin 52 files: .claude-plugin/plugin.json:6 web-services/SKILL.md:37 gdextension/SKILL.md:24 and 49 more
- No hidden or obfuscated text
- No instruction overrides
- No executable scripts
- 9 references to secretsin 4 files: web-services/SKILL.md:101 web-services/references/rest-client-patterns.md:151 export-pipeline/references/distribution-itch-steam.md:65 and 1 more
- No requests to vote in Hot
Show all 143 signals by file
.claude-plugin/plugin.json
- Network accessline 6
"author": { "name": "Jan Mesarc", "url": "https://github.com/jame581" - Network accessline 7
"name": "Jan Mesarc", "url": "https://github.com/jame581" }, - Network accessline 8
"url": "https://github.com/jame581" - Network accessline 9
}, "icon": "./.claude-plugin/icon.png", "homepage": "https://github.com/jame581/GodotPrompter", - Network accessline 10
"icon": "./.claude-plugin/icon.png", "homepage": "https://github.com/jame581/GodotPrompter", "repository": "https://github.com/jame581/GodotPrompter", - Network accessline 11
"homepage": "https://github.com/jame581/GodotPrompter", - Network accessline 12
"repository": "https://github.com/jame581/GodotPrompter", - Network accessline 13
"documentationUrl": "https://github.com/jame581/GodotPrompter#readme", - Network accessline 14
"supportUrl": "https://github.com/jame581/GodotPrompter/issues", - Network accessline 15
"privacyPolicyUrl": "https://github.com/jame581/GodotPrompter/blob/master/PRIVACY.md",
skills/2d-essentials/SKILL.md
- Network accessline 169
> ⚠<U+FE0F> **Changed in Godot 4.7:** `CanvasItem` antialiased line drawing no longer adds the antialiasing feather. The feather made `draw_line()`-style lines appear thicker than intended, so antialiased lines render thinner after upgrading — pro
skills/2d-essentials/references/lights-and-shadows.md
- Network accessline 75
> **Tip:** Use [Laigter](https://azagaya.itch.io/laigter) (free, open source) to generate normal maps from 2D sprites.
skills/3d-essentials/SKILL.md
- Network accessline 154
> ⚠<U+FE0F> **Changed in Godot 4.7:** New project setting `rendering/environment/fog/use_legacy_blending` (default `false`) restores the volumetric fog blending of Godot 4.5 and earlier ([GH-119414](https://github.com/godotengine/godot/pull/119414
skills/3d-essentials/references/environment-and-post.md
- Network accessline 109
Godot 4.6 blends glow into the scene **before tonemapping** for the Additive, Screen and Replace modes (Mix already was; Soft Light is still blended after). The default `glow_blend_mode` also changed from Soft Light to **Screen**, with `glo - Network accessline 150
> ⚠<U+FE0F> **Changed in Godot 4.7:** The `rendering/reflections/sky_reflections/roughness_layers` default is `8` again. Only 4.6.0 and 4.6.1 used `7`; the revert ([GH-116154](https://github.com/godotengine/godot/pull/116154)) shipped in 4.7 and w
skills/3d-essentials/references/fog-recipes.md
- Network accessline 69
> ⚠<U+FE0F> **Changed in Godot 4.7:** New project setting `rendering/environment/fog/use_legacy_blending` (default `false`) restores the volumetric fog blending of Godot 4.5 and earlier ([GH-119414](https://github.com/godotengine/godot/pull/119414
skills/ai-navigation/SKILL.md
- Network accessline 291
> ⚠<U+FE0F> **Changed in Godot 4.7:** `NavigationServer3D.map_get_closest_point_normal(map, to_point)` now returns a normalized vector ([GH-119022](https://github.com/godotengine/godot/pull/119022)) — previously the returned surface normal could b
skills/animation-system/references/blend-spaces.md
- Network accessline 45
> ⚠<U+FE0F> **Changed in Godot 4.7:** `AnimationNodeBlendSpace1D/2D` replace the bool `sync` property (now deprecated) with a `sync_mode` `SyncMode` enum: `SYNC_MODE_NONE = 0` (default — inactive animations are frozen), `SYNC_MODE_INDEPENDENT = 1`
skills/animation-system/references/skeleton-modifiers.md
- Network accessline 44
> ⚠<U+FE0F> **Changed in Godot 4.7:** `LookAtModifier3D.relative` now defaults to `false` — the rotation is applied relative to the rest pose instead of the current pose. The default was `true` only in 4.6.0; the change was also backported to 4.6.
skills/assets-pipeline/SKILL.md
- Network accessline 96
> **Godot 4.7+:** DDS import supports the R8 and R8G8 texture formats. ([GH-116307](https://github.com/godotengine/godot/pull/116307)) - Network accessline 146
> **Godot 4.7+:** The Import dock's import-type option can also import a 3D scene file as a single `Mesh` resource or as a `MeshLibrary` (for GridMap), instead of a full scene — no separate export step in the 3D authoring tool needed. ([GH- - Network accessline 148
> ⚠<U+FE0F> **Changed in Godot 4.7:** `EditorSceneFormatImporter`'s `IMPORT_SCENE`, `IMPORT_ANIMATION`, `IMPORT_FAIL_ON_MISSING_DEPENDENCIES`, `IMPORT_GENERATE_TANGENT_ARRAYS`, `IMPORT_USE_NAMED_SKIN_BINDS`, `IMPORT_DISCARD_MESHES_AND_MATERIALS`, - Network accessline 288
> ⚠<U+FE0F> **Changed in Godot 4.7:** The font import `hinting` default changed from `1` (Light) to `3` (Light (Except Pixel Fonts)) — newly imported pixel-style fonts now auto-disable hinting. Fonts already imported keep the `hinting=1` stored in
skills/audio-system/SKILL.md
- Network accessline 269
> ⚠<U+FE0F> **Changed in Godot 4.7:** The default `area_mask` on `AudioStreamPlayer2D`/`AudioStreamPlayer3D` changed from `1` to `0` (disabled) — the `audio_bus_override` feature on `Area2D`/`Area3D` (e.g. an underwater bus) stops working for play
skills/beehave/SKILL.md
- Network accessline 10
> **Addon:** Beehave · version `v2.9.2` · Godot 4.1+ · MIT · source: https://github.com/bitbrain/beehave · written in GDScript (no official C# API — this skill is GDScript-only by design). - Network accessline 30
1. **Godot AssetLib** → search "Beehave" → Download → Reload project. Or copy the `addons/beehave/` folder from the [GitHub release](https://github.com/bitbrain/beehave/releases) into `res://addons/beehave/`. - Network accessline 31
Or copy the `addons/beehave/` folder from the [GitHub release](https://github.com/bitbrain/beehave/releases) into `res://addons/beehave/`.
skills/csharp-godot/SKILL.md
- Network accessline 82
The preview bindings are experimental — leave the property unset for production projects. See [GH-118001](https://github.com/godotengine/godot/pull/118001). - Network accessline 288
> ⚠<U+FE0F> **Changed in Godot 4.7:** The 4.7 C# assemblies ship several compatibility breaks. Binary-incompatible only (source still compiles — a rebuild suffices): `OptimizedTranslation.Generate()` now returns `bool` instead of `void` (GH-119563
skills/dedicated-server/references/deployment.md
- Dangerous shell operationline 19
RUN apt-get update && apt-get install -y --no-install-recommends libfontconfig1 libasound2 && rm -rf /var/lib/apt/lists/* - Dangerous shell operationline 22
&& rm -rf /var/lib/apt/lists/* - Dangerous shell operationline 62
sudo ufw allow 7777/udp - Dangerous shell operationline 102
sudo systemctl daemon-reload - Dangerous shell operationline 103
sudo systemctl enable my-game-server - Dangerous shell operationline 104
sudo systemctl start my-game-server - Dangerous shell operationline 105
sudo systemctl status my-game-server - Dangerous shell operationline 114
sudo journalctl -u my-game-server -f - Dangerous shell operationline 117
sudo journalctl -u my-game-server -n 100 - Dangerous shell operationline 120
sudo journalctl -u my-game-server -b
skills/dialogue-manager/SKILL.md
- Network accessline 10
> **Addon:** Dialogue Manager · version `v3.10.4` · Godot 4.6 · MIT · source: https://github.com/nathanhoad/godot_dialogue_manager · GDScript with official C# support. - Network accessline 32
1. Godot AssetLib → search "Dialogue Manager" → Download. Or copy `addons/dialogue_manager/` from the [GitHub repo](https://github.com/nathanhoad/godot_dialogue_manager) into `res://addons/dialogue_manager/`. - Network accessline 33
[GitHub repo](https://github.com/nathanhoad/godot_dialogue_manager) into `res://addons/dialogue_manager/`.
skills/dialogue-system/references/external-formats.md
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For larger projects, **[Dialogic](https://github.com/coppolaemilio/dialogic)** is the most widely used Godot dialogue addon. It provides a visual timeline editor, character management, portrait handling, and its own condition/event system.
skills/event-bus/SKILL.md
- Network accessline 301
Use [GUT](https://github.com/bitwes/Gut) to verify both producer-side emission (`watch_signals(event_bus)` then `assert_signal_emitted_with_parameters(...)`) and consumer-side reactions (emit on the bus, then assert on the consumer's state)
skills/event-bus/references/testing.md
- Network accessline 5
Use [GUT](https://github.com/bitwes/Gut) (Godot Unit Testing) to verify that signals are emitted and received correctly. - Network accessline 54
// C# equivalent — gdUnit4 producer-side signal assertions // Requires: gdUnit4 NuGet package (https://github.com/MikeSchulze/gdUnit4Net), gdUnit4.api 4.3.x - Network accessline 55
// Requires: gdUnit4 NuGet package (https://github.com/MikeSchulze/gdUnit4Net), gdUnit4.api 4.3.x
skills/export-pipeline/SKILL.md
- Network accessline 86
> ⚠<U+FE0F> **Changed in Godot 4.7:** The "runnable" flag moved out of export presets — `runnable=` (shown in the example above for 4.3–4.6) is no longer a per-preset property in `export_presets.cfg`; a 4.7 editor writes a top-level `[runnable_pre - Network accessline 88
> **Godot 4.7+:** Sparse PCK exports (patch packs) support encrypting the file index, complementing the existing `encrypt_pck` / `encrypt_directory` preset options. ([GH-113920](https://github.com/godotengine/godot/pull/113920)) - Network accessline 129
> **Godot 4.7+:** When exporting patch PCKs for Android, an APK or AAB can be provided as the base pack, extending PCK-patching workflows to Android builds. ([GH-116553](https://github.com/godotengine/godot/pull/116553)) - Network accessline 167
Run `godot --headless --export-release` inside a GitHub Actions matrix that builds Windows, Linux, and Web artifacts on every push and tagged release. Use [`chickensoft-games/setup-godot@v2`](https://github.com/chickensoft-games/setup-godot - Network accessline 183
[Credential-related source omitted] - Access to secretsline 183
[Credential-related source omitted] - Network accessline 185
**Steam** requires three pieces: the Steamworks SDK (non-redistributable, keep out of public repos), the [GodotSteam](https://godotsteam.com/) addon for engine bindings, and depot configurations driven by `steamcmd +run_app_build app_build.
skills/export-pipeline/references/distribution-itch-steam.md
- Network accessline 7
[Butler](https://itch.io/docs/butler/) is the official itch.io CLI for pushing builds. - Network accessline 12
# Linux/macOS curl -L https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default -o butler.zip - Network accessline 13
curl -L https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default -o butler.zip - Access to secretsline 65
[Credential-related source omitted] - Network accessline 75
[Credential-related source omitted] - Access to secretsline 75
[Credential-related source omitted] - Network accessline 81
- **Steamworks SDK**: Download from the Steamworks partner site. It is not redistributable — do not commit it to a public repo. Reference it via a local path or a private artifact store in CI. - **GodotSteam addon**: [GodotSteam](https://go - Network accessline 82
- **GodotSteam addon**: [GodotSteam](https://godotsteam.com/) is a community addon that wraps the Steamworks C++ SDK for use in GDScript and C#. It provides `Steam.init()`, achievements, stats, UGC, and networking. Install it as a Godot plu
skills/export-pipeline/references/versioning.md
- Network accessline 72
Use [Semantic Versioning](https://semver.org/) tags: `v1.2.3`. `git describe` then produces `v1.2.3-4-gabcdef` for commits after a tag, giving you fully traceable builds.
skills/gdextension/SKILL.md
- Network accessline 24
> ⚠<U+FE0F> **Changed in Godot 4.7:** The engine's built-in text servers (`text_server_adv`, `text_server_fb`) can no longer be built as GDExtensions — their `gdextension_build/` scripts were removed. Writing your own text server as a GDExtension - Network accessline 33
# IMPORTANT: use the godot-cpp branch matching your target engine version (e.g. 4.3), # not the literal "4.x". git submodule add -b 4.3 https://github.com/godotengine/godot-cpp - Network accessline 34
# not the literal "4.x". git submodule add -b 4.3 https://github.com/godotengine/godot-cpp cd godot-cpp && git submodule update --init && cd .. - Network accessline 35
git submodule add -b 4.3 https://github.com/godotengine/godot-cpp - Network accessline 53
> **Godot 4.7+:** Upstream's reference GDExtension interface files (e.g. `gdextension_interface.h`) now live in the godot-headers repository instead of godot-cpp ([GH-115401](https://github.com/godotengine/godot/pull/115401)). godot-cpp con - Network accessline 111
> ⚠<U+FE0F> **Changed in Godot 4.7:** The GDExtension interface functions `object_cast_to` and `classdb_get_class_tag` are deprecated in favor of `is_class`-based casts. Binding libraries such as godot-cpp handle this internally — but native code - Network accessline 160
> **Godot 4.7+:** The raw GDExtension interface adds refcount-aware construction and registration entry points — `classdb_construct_object3` and `classdb_register_extension_class6` ([GH-118214](https://github.com/godotengine/godot/pull/1182 - Network accessline 173
> ⚠<U+FE0F> **Changed in Godot 4.7:** `Object.is_class()` changed its `class` parameter type from `String` to `StringName` for performance. GDScript is unaffected and C# gained a compatibility method, but GDExtension binaries compiled against the
skills/gdextension/references/rust-gdext.md
- Network accessline 3
> **Community, not official.** [godot-rust/gdext](https://github.com/godot-rust/gdext) is a community-maintained Rust binding (MPL-2.0). Maintained releases require **Godot 4.2+** (4.1 support is frozen). The official native binding is godo
skills/gdscript-advanced/SKILL.md
- Network accessline 257
> ⚠<U+FE0F> **Changed in Godot 4.7:** Setting an element of a packed-array property (e.g. `obj.packed_prop[i] = x`) no longer calls the setter for the entire packed array property. Code that relied on the setter firing for per-element writes silen
skills/gdscript-patterns/SKILL.md
- Network accessline 97
> ⚠<U+FE0F> **Changed in Godot 4.7:** Methods that override a method with a typed return now inherit the return type, so an override without an explicit `return` statement becomes an error. Add `return null` (or a typed return value) at the end of - Network accessline 358
> ⚠<U+FE0F> **Changed in Godot 4.7:** The global `type_exists()` function is deprecated — replace `type_exists("Sprite2D")` with `ClassDB.class_exists("Sprite2D")`. See [GH-116899](https://github.com/godotengine/godot/pull/116899).
skills/godot-testing/gdunit4-reference.md
- Network accessline 19
git submodule add https://github.com/MikeSchulze/gdUnit4.git addons/gdUnit4
skills/godot-testing/gut-reference.md
- Network accessline 19
git submodule add https://github.com/bitwes/Gut.git addons/gut
skills/godot-ui/SKILL.md
- Network accessline 41
> ⚠<U+FE0F> **Changed in Godot 4.7:** `Control.accessibility_live` changed type from `DisplayServer.AccessibilityLiveMode` to `AccessibilityServer.AccessibilityLiveMode` (`LIVE_OFF = 0` default, `LIVE_POLITE`, `LIVE_ASSERTIVE`) — accessibility enu - Network accessline 64
> ⚠<U+FE0F> **Changed in Godot 4.7:** `TabContainer.all_tabs_in_front` is deprecated — it does nothing now, since tabs are always in front. Remove code that sets it. See [GH-118623](https://github.com/godotengine/godot/pull/118623). - Network accessline 125
> ⚠<U+FE0F> **Changed in Godot 4.7:** `RichTextLabel.add_image()` / `update_image()` sizing was reworked — `width`/`height` are now `float`; `width_in_percent`/`height_in_percent` bools become `width_unit`/`height_unit`, taking the new `ImageUnit`
skills/godot-ui/references/ui-patterns.md
- Network accessline 302
Introduced in [GH-87081](https://github.com/godotengine/godot/pull/87081). - Network accessline 306
Override the `Control._get_cursor_shape(at_position: Vector2) -> int` virtual (const) to return the cursor shape for a position in the control's local coordinates while hovering. Used by `get_cursor_shape()`; falls back to the static `mouse - Network accessline 331
`PopupMenu` gains a built-in filter bar and item reordering ([GH-114236](https://github.com/godotengine/godot/pull/114236)). When the bar is enabled, `allow_search` (keyboard type-ahead) is ignored. - Network accessline 355
`TextureRect.STRETCH_TILE` now supports `AtlasTexture` textures — only an `AtlasTexture` with a non-zero `margin` remains unsupported (previously tiling an `AtlasTexture` was unsupported outright, [GH-113808](https://github.com/godotengine/
skills/input-handling/SKILL.md
- Network accessline 254
> ⚠<U+FE0F> **Changed in Godot 4.7:** Mouse and keyboard device IDs changed from `0` to `InputEvent.DEVICE_ID_MOUSE` (`32`) and `InputEvent.DEVICE_ID_KEYBOARD` (`16`), because some joypads use `0` as their device ID. Code checking `event.device ==
skills/limboai/SKILL.md
- Network accessline 10
> **Addon:** LimboAI · version `v1.8.0` · Godot 4.6+ (GDExtension) · MIT · source: https://github.com/limbonaut/limboai · written in C++ (GDExtension; engine-module build also available). GDExtension exposes GDScript; **C# requires the modu - Network accessline 54
Download pre-compiled editor + export templates from [GitHub Releases](https://github.com/limbonaut/limboai/releases). Requires the custom engine for export. v1.8.0 module builds are based on **Godot 4.7** (GDExtension supports 4.6+). The m
skills/localization/SKILL.md
- Network accessline 109
> ⚠<U+FE0F> **Changed in Godot 4.7:** `OptimizedTranslation.generate()` now returns `bool` (was `void`). GDScript- and C#-source-compatible, but binary-incompatible — recompile precompiled C# plugins calling it. See the [4.7 migration guide](https - Network accessline 142
> **Godot 4.7+:** The POT generator also extracts `Control.accessibility_name` and `accessibility_description`, making accessibility strings translatable without manual listing. ([GH-117134](https://github.com/godotengine/godot/pull/117134) - Network accessline 189
> **Godot 4.7+:** `Control.translation_context: StringName` sets a per-control translation context, used both to translate displayed text and to generate translation templates — the property equivalent of `tr()`'s context argument (C#: `Tra
skills/mobile-development/SKILL.md
- Network accessline 26
A **custom Gradle build** (*Project → Install the Gradle Build template*) is **required for v2 plugins and IAP** (Godot 4.2+). Since Godot 4.7 the **Use Gradle Build** export option is no longer marked experimental ([GH-119172](https://gith - Network accessline 28
> ⚠<U+FE0F> **Changed in Godot 4.7:** Deprecated Google Play OBB expansion-file support (the `apk_expansion/*` export options) was removed from the Android export. Projects still relying on APK expansion files should move to Android App Bundles wi - Network accessline 235
Native file dialogs (`DisplayServer.file_dialog_show()`) are supported on Android; since Godot 4.7 the native file picker works on all devices — the Android version check gating `FEATURE_NATIVE_DIALOG_FILE` support was removed ([GH-115257](
skills/multithreading/SKILL.md
- Network accessline 247
> **Godot 4.7+:** 4.7 shipped several threaded-load correctness fixes — `load_threaded_get()` deadlocks ([GH-119757](https://github.com/godotengine/godot/pull/119757), [GH-120077](https://github.com/godotengine/godot/pull/120077)), a race i
skills/particles-vfx/SKILL.md
- Network accessline 192
> **Note:** With `sub_emitter_keep_velocity = true` (default `false`), subemitted particles inherit the parent particle's velocity when they spawn. This is unchanged in 4.7: a regression in 4.7 dev builds that broke the inheritance was fixe
skills/phantom-camera/SKILL.md
- Network accessline 10
> **Addon:** Phantom Camera · version `v0.11.0.2` · Godot 4.4+ · MIT · source: https://github.com/ramokz/phantom-camera · nodes are GDScript, plus an official C# wrapper API (`namespace PhantomCamera`) shipped as source `.cs` files in the a
skills/physics-system/SKILL.md
- Network accessline 79
> ⚠<U+FE0F> **Changed in Godot 4.7:** With Jolt Physics, `Area3D` now reports overlaps with `SoftBody3D` from its signals and methods. Configure collision layers/masks so any unwanted `Area3D` ↔ `SoftBody3D` interactions are ignored. See the [4.7 - Network accessline 152
> ⚠<U+FE0F> **Changed in Godot 4.7:** With Jolt Physics, `WorldBoundaryShape3D.plane.d` now follows the same sign convention as Godot Physics — the plane distance is interpreted with the opposite sign compared to Godot 4.6. Flip the sign yourself - Network accessline 192
> ⚠<U+FE0F> **Changed in Godot 4.7:** With Jolt Physics, `SoftBody3D` mass no longer defaults to `0` (which auto-calculated 1 kg *per point*, giving a very high total mass) — it now defaults to 1 kg for the entire body, matching Godot Physics. `li
skills/popochiu/SKILL.md
- Network accessline 10
> **Addon:** Popochiu · version `v2.1.1` · Godot 4.6 · MIT · source: https://github.com/carenalgas/popochiu · pure GDScript (no C# API — GDScript-only skill). - Network accessline 27
1. Get Popochiu from [itch.io](https://carenalgas.itch.io/popochiu) or [GitHub Releases](https://github.com/carenalgas/popochiu/releases); copy `addons/popochiu/` into your project.
skills/procedural-generation/references/wave-function-collapse.md
- Network accessline 199
> **For production WFC**, consider the community addon [godot-constraint-solving](https://github.com/AlexeyBond/godot-constraint-solving) (Asset Library: "Wave Function Collapse (WFC)"), which adds backtracking, rule learning from an exampl
skills/responsive-ui/SKILL.md
- Network accessline 29
> **Godot 4.7+:** Projects **newly created** in Godot 4.7 already default `display/window/stretch/mode` to `canvas_items` and `display/window/stretch/aspect` to `expand` (previously `disabled` / `keep`) — the recommendations above are now t
skills/save-load/SKILL.md
- Network accessline 43
> ⚠<U+FE0F> **Changed in Godot 4.7:** `JSON.stringify(data, indent = "", sort_keys = true, full_precision = false)` now serializes an empty `Dictionary` compactly as `{}` even when an `indent` is passed ([GH-115883](https://github.com/godotengine/
skills/shader-basics/SKILL.md
- Network accessline 272
> ⚠<U+FE0F> **Changed in Godot 4.7:** `textureQueryLod()` is available only in the fragment shader, and Godot 4.7 enforces this with a compile error — shaders calling it from `vertex()` stop compiling after upgrading. Move the call into `fragment(
skills/shader-basics/references/stencil-buffer.md
- Network accessline 66
> **Note:** `stencil_mode` is a Godot 4.5+ feature and is still marked experimental; the modes in the table above are the full list ([PR #80710](https://github.com/godotengine/godot/pull/80710)). `StandardMaterial3D` exposes the same thing
skills/shader-basics/references/visual-shaders.md
- Network accessline 44
> ⚠<U+FE0F> **Changed in Godot 4.7:** The `LinearToSRGB` visual shader node no longer clamps its output to `[0.0, 1.0]` when using the Forward+ or Mobile renderer — HDR values above `1.0` now pass through. Graphs that relied on the implicit clamp
skills/using-godot-prompter/SKILL.md
- Network accessline 30
agy plugin install https://github.com/jame581/GodotPrompter
skills/using-godot-prompter/references/antigravity-tools.md
skills/web-export/SKILL.md
- Dangerous shell operationline 135
Callbacks receive one `Array` holding the JavaScript arguments. `eval()` runs arbitrary JavaScript — never pass it strings built from player input or network data. - Dangerous shell operationline 212
- [ ] `JavaScriptBridge` callbacks stored in member variables; `eval()` never fed untrusted strings
skills/web-export/references/javascript-bridge.md
- Dangerous shell operationline 83
`get_interface()` returns `null` when the property doesn't exist on `window`, so a missing script doesn't crash the game (it does log a "No interface registered" error). Prefer this over `eval()`: no string building, and nothing to inject i - Network accessline 94
const PARENT_ORIGIN := "https://www.example.com" - Dangerous shell operationline 146
Treat every URL parameter as player-controlled input: never feed it to `eval()`, file paths, or anything that unlocks paid content.
skills/web-services/SKILL.md
- Network accessline 37
var err := http.request("https://api.example.com/v1/motd") - Network accessline 63
Error err = http.Request("https://api.example.com/v1/motd"); - Network accessline 98
const BASE_URL := "https://api.example.com/v1" - Access to secretsline 101
[Credential-related source omitted] - Access to secretsline 115
[Credential-related source omitted] - Access to secretsline 116
[Credential-related source omitted] - Network accessline 140
public partial class Api : Node { private const string BaseUrl = "https://api.example.com/v1"; - Network accessline 141
{ private const string BaseUrl = "https://api.example.com/v1"; private const double TimeoutSec = 10.0; - Network accessline 142
private const string BaseUrl = "https://api.example.com/v1"; - Network accessline 239
|---|---| | Android | Enable the **INTERNET** permission in the export preset, or every request fails | | Web | Requests go through the browser: the server must send CORS headers (`Access-Control-Allow-Origin`), and plain `http://` from an - Network accessline 240
| Android | Enable the **INTERNET** permission in the export preset, or every request fails | | Web | Requests go through the browser: the server must send CORS headers (`Access-Control-Allow-Origin`), and plain `http://` from an `https://` - Network accessline 241
| Web | Requests go through the browser: the server must send CORS headers (`Access-Control-Allow-Origin`), and plain `http://` from an `https://` page is blocked as mixed content. See **web-export** |
skills/web-services/references/downloads-and-uploads.md
- Network accessline 156
[Credential-related source omitted] - Network accessline 158
http.request("https://auth.example.com/token", ["Content-Type: application/x-www-form-urlencoded"], HTTPClient.METHOD_POST, body) - Network accessline 164
var fields = new Godot.Collections.Dictionary { { "grant_type", "refresh_token" }, { "refresh_token", RefreshToken } }; string body = new HttpClient().QueryStringFromDict(fields); http.Request("https://auth.example.com/token", new[] { "Cont - Network accessline 166
http.Request("https://auth.example.com/token", new[] { "Content-Type: application/x-www-form-urlencoded" }, HttpClient.Method.Post, body);
skills/web-services/references/rest-client-patterns.md
- Network accessline 77
add_child(_http) _http.request_completed.connect(_on_search_completed.bind(_http)) _http.request("https://api.example.com/v1/search?q=" + new_text.uri_encode()) - Network accessline 79
_http.request("https://api.example.com/v1/search?q=" + new_text.uri_encode()) - Network accessline 111
AddChild(http); http.RequestCompleted += (result, code, headers, body) => OnSearchCompleted(result, code, body, http); http.Request("https://api.example.com/v1/search?q=" + newText.URIEncode()); - Network accessline 112
http.RequestCompleted += (result, code, headers, body) => OnSearchCompleted(result, code, body, http); http.Request("https://api.example.com/v1/search?q=" + newText.URIEncode()); } - Network accessline 113
http.Request("https://api.example.com/v1/search?q=" + newText.URIEncode()); - Access to secretsline 151
[Credential-related source omitted] - Access to secretsline 154
[Credential-related source omitted] - Access to secretsline 176
[Credential-related source omitted]
skills/xr-development/SKILL.md
- Network accessline 134
> ⚠<U+FE0F> **Changed in Godot 4.7:** New project settings `xr/openxr/foveation_eye_tracked` and `xr/openxr/foveation_with_subsampled_images` both default to `true` — when the foveation level is not "Disabled", eye-tracked foveation is used where
skills/xr-development/references/spatial-entities.md
- Network accessline 68
To keep an anchor across sessions, turn on **Enable Persistent Anchors**, check `is_spatial_persistence_supported()`, then call `persist_anchor(tracker, RID(), callback)` and store `tracker.uuid` with your own data; persisted anchors come b - Network accessline 76
`OpenXRSpatialAnchorCapability.create_new_anchor()` gains an optional `next` parameter — full signature: `create_new_anchor(transform: Transform3D, spatial_context: RID = RID(), next: OpenXRStructureBase = null) -> OpenXRAnchorTracker`. `ne
skills/xr-development/references/xr-ui.md
- Network accessline 66
> **Tip:** Use the community addon [Godot XR Tools](https://github.com/GodotVR/godot-xr-tools) for production-ready interaction systems, locomotion, and UI helpers.
How the signals fit together
Facts from a static read of the files at the pinned commit. They describe what the code does, not why.
Some files could not be read; the facts below still hold.
No combined signals at this commit.
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Native | Manifest .claude-plugin/marketplace.json | .claude/skills/<skill-name>/ |
| Codex | Native | Manifest AGENTS.md | .agents/skills/<skill-name>/ |
| Cursor | Compatible | Standard SKILL.md scripts/fixtures/bad-cross-ref/SKILL.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Native | Path GEMINI.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md scripts/fixtures/bad-cross-ref/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Native | Path .opencode/INSTALL.md | .opencode/skills/<skill-name>/ |
- Native The repository ships a manifest, folder or frontmatter field for this agent.
- Compatible A standard SKILL.md that this agent can read.
- Unknown No evidence either way.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.
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