com um clique
godot-superpowers
godot-superpowers contém 29 skills coletadas de Asreonn, com cobertura ocupacional por repositório e páginas de detalhe dentro do site.
Skills neste repositório
Modernize Godot 3.x UI to 4.x best practices with theme extraction, responsive layouts, hiDPI support, and RichTextLabel BBCode patterns
Converts Godot 3.x shader code to Godot 4.x shader syntax. Updates SCREEN_TEXTURE to screen_texture uniform, DEPTH_TEXTURE to depth_texture uniform, texture() function changes, built-in varyings updates, and light function signature changes. Essential for rendering and visual effect migrations.
Use when creating Godot Editor plugins with custom docks, panels, and tools. Generates plugin.cfg configuration, EditorPlugin script templates, custom editor UI components, and integrates with ProjectSettings. Creates complete plugin structure following Godot 4.x best practices.
Use when handling input in Godot 4.x projects and need to modernize patterns. Generates Input Map configurations from hardcoded key checks, sets up joypad rumble (Godot 4.x feature), implements gyroscope/accelerometer input on mobile, creates context-sensitive input handling for different game states, and adds input buffering for responsive gameplay. Converts old InputEvent patterns to modern Godot 4.x best practices.
Optimizes Godot 4.x rendering pipeline including renderer selection, 2D batching, occlusion culling, LOD configuration, draw call reduction, and material/shader optimization. Detects rendering bottlenecks and applies targeted optimizations for 60+ FPS performance.
Use when setting up AnimationTree nodes for state machine-driven animation, creating AnimationNodeStateMachine graphs, configuring BlendSpace2D/3D for locomotion blending, implementing state transition conditions, or creating animation blend trees for complex animation mixing. Supports player character animations, NPCs, and complex animation systems.
Use when configuring audio bus hierarchies in Godot, setting up AudioStreamPlayer pooling for performance, implementing 3D spatial audio, adding audio effect chains like reverb and EQ, or creating music crossfade systems. Provides complete audio architecture patterns for games with multiple audio categories and dynamic mixing.
Use when adding C# support to Godot 4.x projects or creating mixed GDScript/C# architectures. Sets up project structure, configures .csproj files, enables GDScript to C# communication, implements signal connections in C#, handles resource loading, and identifies performance-critical code candidates for C# optimization.
Use when setting up multi-platform exports for Godot projects, configuring export presets, icons, feature tags, build scripts, or CI/CD pipelines
Use when developing Godot games and need comprehensive test coverage for GDScript classes, signals, scene initialization, and integration flows. Generates GUT framework unit tests, integration tests, mock/stub helpers, and CI/CD test runner configuration.
Detects performance bottlenecks in Godot projects including expensive _process functions, get_node() calls in loops, instantiations in _process, and provides optimization suggestions with Godot profiler integration
Use when building multiplayer games in Godot 4.x that require networked gameplay, player synchronization, or RPC communication. Sets up the new High-Level Multiplayer API with MultiplayerSpawner, MultiplayerSynchronizer, and @rpc annotations.
Use when setting up NavigationServer API, creating NavigationRegion2D/3D scenes, generating NavigationPolygon from TileMap, configuring NavigationAgent2D/3D, implementing obstacle avoidance with RVO, or creating pathfinding integration patterns. Supports 2D top-down, 3D navigation, and TileMap-based navigation.
Migrates legacy TileMap (Godot 4.0-4.2) to new TileMapLayer system (Godot 4.3+). Handles TileMap node conversion, API migration (set_cell to set_cells_terrain_connect), TileSet resource updates, physics layer mapping, navigation layer conversion, and custom data preservation. Essential for upgrading Godot 4.2 projects to 4.3+.
Modernizes GDScript 1.0 (Godot 3.x) code to GDScript 2.0 (Godot 4.x) syntax. Converts yield to await, onready to @onready, export to @export, setget to property syntax, and adds optional static typing. Essential for Godot 3.x to 4.x migration projects.
Use when Godot code has tight coupling via get_node(), get_parent(), or direct references creating brittle dependencies. Detects coupling patterns and transforms to signal-based communication. Components become independent, testable, and reusable. Preserves exact behavior while improving architecture.
Use when Godot code has operations that conflict with each other, creating undefined behavior. Detects same property set in multiple places (_ready, _process, code + editor), same signal connected multiple times, conflicting physics modes, competing animations. Automatically resolves conflicts with clear ownership.
Use when Godot code has hardcoded game data in const arrays, dictionaries, or embedded values. Detects inline data like enemy stats, item definitions, level configurations. Automatically extracts to .tres resource files, making data visible in editor, easily modifiable, and supports data-driven design.
Use when building Godot features and your code creates nodes with .new() instead of using scenes. Detects Timer.new(), Area2D.new(), Sprite2D.new() and other code-created objects. Automatically generates .tscn scene files, updates parent scripts with @onready references, and creates reusable component library.
Use when Godot project has disorganized assets (sprites, audio, fonts, materials). Detects scattered asset files and organizes them into clear categories with consistent naming. Creates sprite atlases where beneficial, organizes audio by type, and groups related assets together.
Use when Godot project has scattered files with no clear organization. Detects assets, scripts, scenes, and resources in root or inconsistent locations. Automatically creates organized directory structure following Godot best practices, moves files preserving references, and updates all dependencies.
Use when Godot project has scripts scattered without clear organization. Detects scripts and organizes them by category (characters, enemies, components, managers, utilities). Creates clear structure showing architectural layers and relationships. Preserves all references and class_name declarations.
Use when Godot scripts exceed 150 lines or have multiple responsibilities. Detects scripts doing too many things (player movement + combat + inventory + UI). Automatically splits into focused scripts following Single Responsibility Principle, preserves behavior exactly, and creates git commits per split.
Use when Godot background layers or elements follow the camera at runtime but show incorrect position in editor. Detects camera-following patterns and syncs editor position to match typical runtime state. Makes editor preview accurately show what players will see during gameplay.
Use when Godot ParallaxBackground/ParallaxLayer nodes show incorrect positions in editor due to parallax multipliers. Calculates correct editor positions based on camera start position and parallax motion scale. Makes parallax layers preview realistically in editor, matching gameplay appearance.
Use when Godot nodes have position set in both .tscn (editor) and _ready() (code), creating confusion about actual runtime position. Detects static position assignments that conflict with editor values. Syncs to single source of truth, making editor preview match game behavior (WYSIWYG).
Use when Godot project has position conflicts between editor (.tscn) and code (.gd), camera-following backgrounds, or runtime positions don't match editor preview. Orchestrates all 3 position sync mini-skills: sync-static-positions, sync-camera-positions, and sync-parallax. Each operation targets specific position conflict types.
Use when you need to reorganize project folder structure, consolidate similar files, organize resources by type, and create a clean project architecture from current folder chaos. Orchestrates all 3 organization mini-skills: organize-files, organize-assets, and organize-scripts. Each operation runs independently with reference preservation.
Use when Godot project has code-created objects, tight coupling via direct references, monolithic scripts over 150 lines, or needs scene-first architecture with signals and composition. Orchestrates all 5 code quality mini-skills: extract-to-scenes, split-scripts, add-signals, extract-resources, and clean-conflicts. Each operation runs independently with git commits and validation.