用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/thiagofernandes1987-create/APEX --skill godot-4-migration命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
Token-aware reasoning workflow with real tools: picks an operating mode to control cost, runs a structured pipeline (decompose → validate → verify → snapshot), and gives Claude Program-of-Thought, RK4/Euler, a code gate, and a safe skill router. Use when: multi-step or high-stakes tasks, real math, precise computation, audits, or the user mentions APEX, PoT, pipeline, or scientific mode.
**v00.33.0**: Ingested from antigravity-awesome-skills community repo
run multiple local CLI agents in parallel (separate tmux sessions)
基于 SOC 职业分类
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| name | godot-4-migration |
| description | "Use when porting a Godot 3 project to Godot 4." |
A critical guide for developers transitioning from Godot 3.x to Godot 4. This skill focuses on the major syntax changes in GDScript 2.0, the new Tween system, and export annotation updates.
Tween node vs create_tween).export variables to @export annotations.@)Godot 4 uses @ for keywords that modify behavior.
export var x -> @export var xonready var y -> @onready var ytool -> @tool (at top of file)Properties now define setters/getters inline.
Godot 3:
var health setget set_health, get_health
func set_health(value):
health = value
Godot 4:
var health: int:
set(value):
health = value
emit_signal("health_changed", health)
get:
return health
The Tween node is deprecated. Use create_tween() in code.
Godot 3:
$Tween.interpolate_property(...)
$Tween.start()
Godot 4:
var tween = create_tween()
tween.tween_property($Sprite, "position", Vector2(100, 100), 1.0)
tween.parallel().tween_property($Sprite, "modulate:a", 0.0, 1.0)
String-based connections are discouraged. Use callables.
Godot 3:
connect("pressed", self, "_on_pressed")
Godot 4:
pressed.connect(_on_pressed)
GDScript 2.0 supports typed arrays for better performance and type safety.
# Godot 3
var enemies = []
# Godot 4
var enemies: Array[Node] = []
func _ready():
for child in get_children():
if child is Enemy:
enemies.append(child)
yield is replaced by await.
Godot 3:
yield(get_tree().create_timer(1.0), "timeout")
Godot 4:
await get_tree().create_timer(1.0).timeout
@export_range, @export_file, etc., for better inspector UI.var x: int) for performance gains in GDScript 2.0.super() to call parent methods instead of .function_name().emit_signal("name")) if you can use the signal object (name.emit()).Problem: "Identifier 'Tween' is not a valid type."
Solution: Tween is now SceneTreeTween or just an object returned by create_tween(). You rarely type it explicitly, just use var tween = create_tween().
Use —