Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
原文の言語: 英語
メニュー
このリポジトリの skills
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。
jame581/GodotPrompter収集済み skill 64 件中 24 件を表示しています。
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
原文の言語: 英語
Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
原文の言語: 英語
Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading
原文の言語: 英語
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
原文の言語: 英語
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
原文の言語: 英語
Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
原文の言語: 英語
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
原文の言語: 英語
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
原文の言語: 英語
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
原文の言語: 英語
Use when building reusable node components — composition patterns, component communication, and interface design
原文の言語: 英語
Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
原文の言語: 英語
Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
原文の言語: 英語
Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
原文の言語: 英語
Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
原文の言語: 英語
Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns
原文の言語: 英語
Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
原文の言語: 英語
Use when building dedicated servers — headless export, server architecture, lobby management, and deployment
原文の言語: 英語
Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture
原文の言語: 英語
Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
原文の言語: 英語
Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
原文の言語: 英語
Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
原文の言語: 英語
Fixture skill with a broken cross-reference
原文の言語: 英語
Fixture skill missing the implementation checklist
原文の言語: 英語
Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
原文の言語: 英語