一键导入
这个仓库中的 skills
Godot scene and resource authoring via Director MCP tools or CLI. ACTIVATE when: user asks to create scenes, add/remove/reparent nodes, set node properties, create materials or shapes, edit tilemaps or gridmaps, create or modify animations, connect/disconnect signals, set collision layers, attach scripts, diff scenes, manage autoloads, set project settings, check for script errors, see editor state, or perform any Godot project file editing task programmatically. Also activate for batch operations or "build me a level/scene/UI". Do NOT activate for observing a running game — use theatre-stage for that.
Project code patterns and conventions. Auto-loads when implementing, designing, verifying, or reviewing code. Provides detailed pattern definitions with code examples.
Research findings on the schemars Rust crate for JSON Schema generation. Auto-loads when working with schemars, JsonSchema derive macro, json_schema! macro, schema_for!, SchemaSettings, SchemaGenerator, JSON Schema from Rust types, schemars attributes, schemars feature flags, or migrating from schemars 0.8 to 1.x.
Spatial debugging for running Godot games via Stage MCP tools or CLI. ACTIVATE when: user mentions game state, node positions, spatial bugs, physics issues, pathfinding problems, collision debugging, AI behavior, signal tracing, "take a snapshot", "what's happening in the game", clip/recording analysis, watch subscriptions, or any task that requires observing or interacting with a live Godot game world. Also activate for frame-by-frame debugging, teleporting nodes, pausing/advancing time, or injecting input. Do NOT activate for editing .tscn files or creating scenes — use theatre-director for that.
Working with godot-rust/gdext (Rust GDExtension bindings for Godot) in the stage-godot crate. Use when writing or modifying Rust code that compiles to the GDExtension library.
Working with the Godot addon GDScript layer in addons/stage/. Covers EditorPlugin patterns, autoload management, dock panels, input handling, and GDExtension integration from the GDScript side.
Working with the rmcp Rust MCP SDK in the stage-server crate. Use when writing or modifying MCP tool definitions, server initialization, or tool call handling.
Orientation for working on the Stage codebase itself. Covers repo layout, crate responsibilities, design decisions, key patterns, and how the pieces connect.
Godot 4 property and field naming conventions for Stage API output. Use when naming any JSON response field, MCP parameter, or protocol struct field that corresponds to a Godot node property or method.