Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
jame581/GodotPrompter
SkillsMP has collected 64 skills from jame581/GodotPrompter. Open a skill to review its source and details.
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Skills in this repository
Showing 40 of 64 collected skills.
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…
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals
Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
Fixture — session card region is empty; the validator must reject this
Fixture — the session card END marker is absent; the validator must reject this
Fixture — session card region exceeds the byte cap; the validator must reject this
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
Use when writing or editing a SKILL.md or an agent definition in this repo — required frontmatter, section ordering, and the GDScript-then-C# example convention.
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
Fixture — token-budget rule test
Source text: Undetermined
Fixture — token-budget rule test
Source text: Undetermined
Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
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+
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop