| name | using-godot-prompter |
| description | Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping |
Using GodotPrompter
Related skills: godot-project-setup for scaffolding a new project, 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: Use the activate_skill tool. See references/gemini-tools.md for tool mapping.
In Cursor: Skills are loaded via custom instructions / rules system.
In Codex: Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see references/codex-tools.md for tool mapping.
In OpenCode: Skills are discovered from the installed plugin. Use the /skills command to browse or invoke skills directly. See .opencode/INSTALL.md for setup.
In Antigravity (2.0, IDE, CLI): Skills activate automatically when your prompt matches a skill's description frontmatter — no tool call needed. Install skills into .agents/skills/ (workspace) or ~/.gemini/config/skills/ (global). See references/antigravity-tools.md for tool mapping and full install instructions.
Installing GodotPrompter for Antigravity
Workspace (project-scoped) — recommended for active development:
mkdir -p .agents
ln -s /path/to/GodotPrompter/skills .agents/skills
New-Item -ItemType Directory -Force .agents | Out-Null
New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills
Legacy path note: .agent/skills/ (singular) was the early CLI convention; .agents/skills/ (plural) is the current standard for all Antigravity products.
Global (cross-project):
mkdir -p ~/.gemini/config/skills/
ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/
~/.gemini/skills/ is a community-verified alias but not the path the official Codelabs docs name. Prefer ~/.gemini/config/skills/ for new installs.
Nesting caveat: Prefer ln -s skills/* over cloning the repo directly into the skills dir, so each skill is an immediate child (<skills-dir>/<skill-name>/SKILL.md). Confirm nested discovery works before relying on the clone approach.
See references/antigravity-tools.md for the full tool mapping and SKILL.md frontmatter details.
Coexistence with Other Plugins (e.g., Superpowers)
When another plugin (like Superpowers) is handling workflow (brainstorming, planning, execution), GodotPrompter skills STILL APPLY during implementation. They are not replaced — they are domain-specific guidance that workflow plugins cannot provide.
RULE: Before implementing ANY Godot system, you MUST check for a matching godot-prompter skill and invoke it.
This is not optional. Workflow plugins handle HOW you work. GodotPrompter handles WHAT you build. Both are needed.
| Implementing... | MUST invoke skill |
|---|
| Player movement | godot-prompter:player-controller |
| State machine / FSM | godot-prompter:state-machine |
| Signals / EventBus | godot-prompter:event-bus |
| Scene tree structure | godot-prompter:scene-organization |
| UI / HUD | godot-prompter:godot-ui, godot-prompter:hud-system |
| Inventory | godot-prompter:inventory-system |
| Save/Load | godot-prompter:save-load |
| Enemy AI / navigation | godot-prompter:ai-navigation |
| Camera | godot-prompter:camera-system |
| Audio | godot-prompter:audio-system |
| Weapons / combat | godot-prompter:component-system |
| Resources / data | godot-prompter:resource-pattern |
| Input handling | godot-prompter:input-handling |
| Animation | godot-prompter:animation-system |
| Testing | godot-prompter:godot-testing |
| Project scaffolding | godot-prompter:godot-project-setup |
| Shaders / VFX | godot-prompter:shader-basics, godot-prompter:particles-vfx |
| Physics | godot-prompter:physics-system |
| Multiplayer | godot-prompter:multiplayer-basics |
| Export / deploy | godot-prompter:export-pipeline |
For subagents: If you are a subagent executing a plan task in a Godot project, check this table before writing code. The skill provides Godot-specific patterns, node types, and checklists you cannot derive from general knowledge.
Workflow: From Idea to Working Game
GodotPrompter handles the full development workflow. No other plugins required.
1. Design Phase
Load godot-prompter:godot-brainstorming — it guides you through:
- Asking clarifying questions about the game/system
- Proposing architectural approaches with trade-offs
- Designing scene trees, signal maps, and data flow
- Creating an implementation plan with ordered tasks
2. Implementation Phase
For each task in the plan, load the relevant domain skill:
- Building a player? Load
godot-prompter:player-controller and godot-prompter:state-machine
- Adding inventory? Load
godot-prompter:inventory-system
- Need save/load? Load
godot-prompter:save-load
Each skill provides complete code examples, Godot best practices, and a checklist.
3. Review Phase
Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.
Agents
- godot-game-architect — Designs systems, plans scene trees, chooses patterns
- godot-game-dev — Implements features guided by skills
- godot-code-reviewer — Reviews code against Godot best practices
- godot-shader-author — Authors custom shaders, post-processing, Compositor effects
- godot-performance-profiler — Diagnoses performance issues from profiler data
- godot-animator — Designs animation graphs, blend trees, IKModifier3D, BoneConstraint3D, retargeting
- godot-csharp-engineer — C#-first development; parity mode for closing this repo's C# debt
- godot-ui-designer — Builds Control-tree UI — themes, responsive layouts, localization-aware
- godot-tools-engineer — Editor plugins, custom inspectors, gizmos,
@tool scripts, plugin distribution
Plan Storage
Implementation plans and design docs are saved to docs/godot-prompter/plans/ and docs/godot-prompter/specs/ in the user's project.
Platform Adaptation
Skills use Claude Code tool names as the canonical reference. Non-Claude platforms: see the appropriate tool mapping file in references/ for your platform's equivalents:
Available Skill Categories
Core / Process
using-godot-prompter — This skill (bootstrap)
godot-project-setup — Scaffold new projects
godot-brainstorming — Godot-specific design exploration
godot-code-review — GDScript/C# review against Godot best practices
godot-debugging — Godot-specific debugging techniques
godot-testing — TDD with GUT and gdUnit4
Architecture & Patterns
scene-organization — Scene tree structure, composition patterns
state-machine — FSM patterns (node-based, resource-based, enum-based)
event-bus — Signal-based decoupling, autoload event systems
component-system — Composition over inheritance
resource-pattern — Custom Resources as data containers
dependency-injection — Autoloads, service locators
Gameplay Systems
player-controller — CharacterBody2D/3D movement, input handling
input-handling — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebinding
animation-system — AnimationPlayer, AnimationTree, blend trees, state machines
tween-animation — Tween class, easing, chaining, parallel sequences, motion recipes
inventory-system — Resource-based inventory patterns
dialogue-system — Dialogue trees and patterns
save-load — Serialization strategies
ai-navigation — NavigationAgent, behavior trees
camera-system — Camera follow, shake, zones
audio-system — Audio buses, music management, SFX pooling, spatial audio
localization — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTL
procedural-generation — Noise, BSP dungeons, cellular automata, WFC, seeded randomness
UI/UX
godot-ui — Control nodes, themes, containers
responsive-ui — Multi-resolution scaling
hud-system — In-game HUD patterns
Multiplayer
multiplayer-basics — MultiplayerAPI, RPCs, authority
multiplayer-sync — Synchronization, interpolation
dedicated-server — Headless export, server architecture
Physics & 2D/3D
physics-system — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls
2d-essentials — TileMaps, parallax, 2D lights/shadows, particles, canvas layers
3d-essentials — Materials, lighting, shadows, environment, GI, fog, LOD, decals
xr-development — OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest
Rendering & Visual
shader-basics — Godot shader language, visual shaders, common recipes, post-processing
particles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractors
Build & Deploy
export-pipeline — Platform exports, CI/CD
godot-optimization — Profiler, performance patterns
addon-development — EditorPlugin, tool scripts
assets-pipeline — Image compression, 3D scene import, audio formats, resource management
Scripting
gdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idioms
csharp-godot — C# conventions, GodotSharp API
csharp-signals — C# signal patterns
Math & Data
math-essentials — Vectors, transforms, interpolation, curves, paths, RNG
Implementation Checklist