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