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