| name | godot-3d-android-game |
| description | Hold Godot 4.6 3D game patterns for this Android arena game. Use when implementing scenes, importing GLB models, setting up orthographic camera, or writing GDScript for 3D gameplay. |
Godot 4.6 3D Android Game Patterns
Before applying these rules, call skill_ping with skill_id: "godot-3d-android-game" and scope: "project".
Project Configuration
- Engine: Godot 4.6
- Renderer: Forward+ (configured in project.godot)
- Platform: Android (landscape, touch-only)
- Camera: Fixed top-down orthographic
- Art style: Low-poly 3D, stylized colors
- Model format: GLB (GLTF Binary) from Blender-MCP
Current repo state
- The repo already has
project.godot, export_presets.cfg, android/, assets/, tickets/, docs/, and .opencode/.
- The repo does not currently prove a settled
scenes/ / scripts/ runtime tree. Do not invent scene names or script paths without checking the live repo first.
- Current implementation guidance should stay asset-first: brief -> Blender-MCP
.glb -> Godot import validation -> gameplay wiring.
GLB Import Workflow
- Create or update the asset brief in
assets/briefs/<asset-name>.md.
- Generate the model through the Blender-MCP flow and export
assets/models/<asset-name>.glb.
- Record provenance in
assets/PROVENANCE.md.
- Validate Godot import with
godot4 --headless --path . --quit from the repo root.
- Only after the import surface is proven should a ticket claim the model is ready for gameplay scene wiring.
Orthographic Camera Setup
Key rules:
- Camera is FIXED — no player-following camera code needed
- Orthographic size determines visible arena area
- All gameplay happens on the XZ plane (Y is up)
- Shadows work with orthographic but keep DirectionalLight3D angle steep
Gameplay implementation rules
- Keep player, enemy, arena, and pickup models within the triangle budgets defined in the canonical brief.
- Favor clear silhouettes and color contrast over small surface detail because the camera is fixed top-down.
- Do not add runtime scene architecture to a ticket unless the current repo already contains or the current plan explicitly defines that structure.
- When creating gameplay scenes later, prefer
CharacterBody3D for player and horse actors and keep combat/readability centered on the XZ plane.
- Android UI and touch controls must remain landscape-first with large touch targets.
Validation Commands
godot4 --headless --path . --quit
godot4 --headless --path . --export-debug "Android Debug" build/android/womanvshorsevc-debug.apk
ls -lh build/android/womanvshorsevc-debug.apk
Common Pitfalls
- Use the current host bootstrap proof and repo-local canonical commands instead of copying an older workstation-specific Godot binary path.
- Do not declare an asset imported cleanly without running the headless project load command.
- Do not assume current repo structure from other Woman vs Horse variants; VC must be validated from its own tree.
- Do not treat a missing or failed APK export as a docs-only issue.
EXEC-GODOT-005a stays open until the real debug APK proof exists.