jame581/GodotPrompter
这个仓库里有 57 个技能,GitHub 星标 ★ 725。
- authoring-godot-prompter-skillsUse when writing or editing a SKILL.md or an agent definition in this repo — req
- releasing-godot-prompterUse when cutting a GodotPrompter release or bumping its version — the version-bu
- 2d-essentialsUse when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lig
- 3d-essentialsUse when working with 3D-specific systems — materials, lighting, shadows, enviro
- ability-systemUse when building character abilities — Resource-based abilities with cost/coold
- addon-developmentUse when creating Godot editor plugins — EditorPlugin, @tool scripts, custom ins
- ai-navigationUse when implementing AI movement — NavigationAgent2D/3D, steering behaviors, be
- animation-systemUse when implementing animations — AnimationPlayer, AnimationTree, blend trees,
- assets-pipelineUse when importing and managing assets — image compression, 3D scene import, aud
- audio-systemUse when implementing audio — audio buses, AudioStreamPlayer, spatial audio, mus
- beehaveUse when using the Beehave addon — pure-GDScript behavior trees with composites,
- camera-systemUse when implementing cameras — smooth follow, screen shake, camera zones, and t
- component-systemUse when building reusable node components — composition patterns, component com
- csharp-godotUse when working with C# in Godot — conventions, GodotSharp API differences from
- csharp-signalsUse when implementing signals in C# — [Signal] delegates, EmitSignal patterns, a
- dedicated-serverUse when building dedicated servers — headless export, server architecture, lobb
- dependency-injectionUse when managing dependencies between systems — autoloads, service locators, @e
- dialogue-managerUse when using the Dialogue Manager addon — .dialogue files with titles, respons
- dialogue-systemUse when implementing dialogue — data structures for branching dialogue, conditi
- event-busUse when implementing decoupled communication between nodes — global EventBus au
- export-pipelineUse when exporting and distributing Godot games — export presets, platform setti
- gdextensionUse when building native extensions for Godot — godot-cpp (C++) or gdext (Rust),
- gdscript-advancedUse when writing production-grade GDScript — performance idioms, metaprogramming
- gdscript-patternsUse when writing GDScript — static typing, await/coroutines, lambdas, match patt
- godot-brainstormingUse when designing a new Godot feature or system — guides scene tree planning, n
- godot-code-reviewUse when reviewing GDScript or C# Godot code — checklist of best practices, comm
- godot-debuggingUse when debugging Godot projects — remote debugger, print techniques, signal tr
- godot-mentorUse when the user wants to learn Godot while building — teaching mode that expla
- godot-optimizationUse when optimizing Godot games — profiler, draw calls, physics tuning, memory m
- godot-project-setupUse when creating a new Godot 4.x project — scaffolds recommended directory stru
- godot-testingUse when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, c
- godot-uiUse when building user interfaces — Control nodes, themes, anchors, containers,
- hud-systemUse when building in-game HUDs — health bars, score displays, minimap, notificat
- input-handlingUse when implementing input — InputEvent system, Input Map actions, controllers/
- inventory-systemUse when building inventory systems — Resource-based items, slot management, sta
- limboaiUse when using the LimboAI addon — behavior trees and hierarchical state machine
- localizationUse when implementing localization (i18n/l10n) — TranslationServer, CSV/PO trans
- math-essentialsUse when implementing game math — vectors, transforms, interpolation, curves, ra
- mobile-developmentUse when targeting Android/iOS — export and signing, permissions, plugins, in-ap
- multiplayer-basicsUse when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs,
- multiplayer-syncUse when synchronizing multiplayer state — MultiplayerSynchronizer, interpolatio
- multithreadingUse when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semap
- particles-vfxUse when implementing particle effects — GPUParticles2D/3D, ParticleProcessMater
- phantom-cameraUse when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based
- physics-systemUse when working with physics bodies, collision shapes, raycasting, areas, rigid
- player-controllerUse when implementing player movement — CharacterBody2D/3D patterns, input handl
- popochiuUse when using the Popochiu addon — point-and-click adventure framework with roo
- procedural-generationUse when implementing procedural generation — noise-based terrain, BSP dungeons,
- resource-patternUse when creating data containers in Godot — custom Resources for configuration,
- responsive-uiUse when handling multiple resolutions — stretch modes, aspect ratios, DPI scali
- save-loadUse when implementing save/load systems — ConfigFile, JSON, Resource serializati
- scene-organizationUse when designing scene tree structure — composition vs inheritance, when to sp
- shader-basicsUse when implementing shaders — Godot shader language, visual shaders, common vi
- state-machineUse when implementing state machines in Godot — enum-based, node-based, and reso
- tween-animationUse when implementing tweens — property animation, method tweening, chaining, pa
- using-godot-prompterBootstrap skill — establishes how to find and use GodotPrompter skills, with pla
- xr-developmentUse when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand trackin
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