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GodotPrompter
GodotPrompter には jame581 から収集した 53 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。
このリポジトリの skills
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+
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
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 building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
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 implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
Use when building reusable node components — composition patterns, component communication, and interface design
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals
Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns
Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation