Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
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 optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture