Individual skill

scenario-godot-2d

Use when building a 2D game in Godot 4.7: make a platformer or top-down controller that feels right (coyote time, jump buffer, jump height), TileMapLayer and TileSet in code, terrains and autotiles that pick wrong tiles, a dual grid, a camera that jitters or stutters, pixel art that looks blurry or uneven, stretch and integer scaling, 2D lights and shadows, y-sort order wrong, parallax gaps, or importing AI-generated sprites and tilesets from Scenario.

skills/game-engines/godot/scenario-godot-2d/SKILL.md

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# Godot 2D (developer and artist)

Target: Godot 4.7.2 standard build, macOS, run headless or in small windows through the
scenario-godot-expert toolkit.

Expert level in 2D means feel and pixels are measured, not eyeballed: a jump has a height in tiles
and a coyote window in ticks, a camera has a lag in pixels, a pixel-art screen has an integer factor
and a fringe count. The agent builds tiles, controllers and cameras in code, proves them with
deterministic physics runs and frame read-backs, and only then calls them done. If a sibling skill
named here is missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the
user to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.

**REQUIRED BACKGROUND:** scenario-godot-expert (channels, review loop, toolkit `gd_env`, `gd_run`,
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