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Dépôt GitHub

GodotPrompter

GodotPrompter contient 53 skills collectées depuis jame581, avec une couverture métier par dépôt et des pages de détail sur le site.

skills collectés
53
Stars
379
mis à jour
2026-07-06
Forks
19
Couverture métier
4 catégories métier · 51% classifié
explorateur de dépôts

Skills dans ce dépôt

2d-essentials
non classé

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+

2026-07-06
3d-essentials
non classé

Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+

2026-07-06
addon-development
non classé

Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels

2026-07-06
ai-navigation
non classé

Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns

2026-07-06
animation-system
non classé

Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

2026-07-06
assets-pipeline
non classé

Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration

2026-07-06
audio-system
non classé

Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing

2026-07-06
csharp-godot
non classé

Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop

2026-07-06
export-pipeline
non classé

Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

2026-07-06
gdextension
non classé

Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop

2026-07-06
gdscript-advanced
non classé

Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls

2026-07-06
gdscript-patterns
non classé

Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms

2026-07-06
godot-project-setup
non classé

Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore

2026-07-06
godot-ui
non classé

Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns

2026-07-06
input-handling
non classé

Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

2026-07-06
localization
non classé

Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+

2026-07-06
math-essentials
non classé

Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

2026-07-06
mobile-development
non classé

Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance

2026-07-06
multithreading
non classé

Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading

2026-07-06
particles-vfx
non classé

Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

2026-07-06
physics-system
non classé

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

2026-07-06
responsive-ui
non classé

Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

2026-07-06
save-load
non classé

Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

2026-07-06
shader-basics
non classé

Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

2026-07-06
tween-animation
non classé

Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

2026-07-06
xr-development
non classé

Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

2026-07-06
godot-debugging
Développeurs de logiciels

Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

2026-06-24
using-godot-prompter
Autres occupations informatiques

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

2026-06-17
ability-system
Développeurs de logiciels

Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding

2026-06-17
beehave
Développeurs de logiciels

Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger

2026-06-17
limboai
Développeurs de logiciels

Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard

2026-06-17
component-system
Développeurs de logiciels

Use when building reusable node components — composition patterns, component communication, and interface design

2026-06-17
event-bus
Développeurs de logiciels

Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals

2026-06-17
hud-system
Développeurs de logiciels

Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

2026-06-17
resource-pattern
Développeurs de logiciels

Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration

2026-06-17
state-machine
Développeurs de logiciels

Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

2026-06-17
godot-optimization
Développeurs de logiciels

Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks

2026-05-29
player-controller
Développeurs de logiciels

Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes

2026-05-17
dependency-injection
Développeurs de logiciels

Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns

2026-05-17
dialogue-system
Développeurs de logiciels

Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation

2026-05-17
Affichage des 40 principaux skills collectés sur 53 dans ce dépôt.