using-godot-prompter
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
它会碰到什么
这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。
技能内容
Using GodotPrompter
> Related skills: godot-project-setup for scaffolding a new project, godot-brainstorming for design exploration, godot-code-review for reviewing finished code, godot-debugging for diagnosing runtime issues.
GodotPrompter provides Godot 4.x domain-specific skills for AI coding agents. Skills cover project setup, architecture patterns, gameplay systems, UI, multiplayer, testing, and deployment — for both GDScript and C#.
How to Access Skills
In Claude Code: Use the Skill tool with the skill name (e.g., Skill: "godot-prompter:state-machine").
In Copilot CLI: Use the skill tool. Skills are auto-discovered from installed plugins.
In Gemini CLI: Deprecated (succeeded by Antigravity CLI).
In Cursor: Skills are loaded via custom instructions / rules system.
In Codex: Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see references/codex-tools.md for tool mapping.
In OpenCode: Skills are discovered from the installed plugin. Use the /skills command to browse or invoke skills directly. See .opencode/INSTALL.md for setup.
In Antigravity (2.0, IDE, CLI): Skills activate automatically when your prompt matches a skill's description frontmatter — no tool call needed. Install the plugin using:
agy plugin install https://github.com/jame581/GodotPrompter
For manual, workspace, or cross-project installations:
Installing GodotPrompter for Antigravity
Workspace (project-scoped) — recommended for active development:
# Linux / macOS — from your Godot project root:
mkdir -p .agents
ln -s /path/to/GodotPrompter/skills .agents/skills
# Windows (PowerShell, Developer Mode or run as admin):
New-Item -ItemType Directory -Force .agents | Out-Null # junction won't create the parent
New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills
> Legacy path note: .agent/skills/ (singular) was the early CLI convention; .agents/skills/ (plural) is the current standard for all Antigravity products.
Global (cross-project):
# Official path (Google Codelabs): ~/.gemini/config/skills/
# Symlink individual skill folders so each is a direct child (recommended):
mkdir -p ~/.gemini/config/skills/
ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/
> ~/.gemini/skills/ is a community-verified alias but not the path the official Codelabs docs name. Prefer ~/.gemini/config/skills/ for new installs.
> Nesting caveat: Prefer ln -s skills/* over cloning the repo directly into the skills dir, so each skill is an immediate child (<skills-dir>/<skill-name>/SKILL.md). Confirm nested discovery works before relying on the clone approach.
See references/antigravity-tools.md for the full tool mapping and SKILL.md frontmatter details.
Coexistence with Other Plugins (e.g., Superpowers)
<!-- SESSION-CARD-START -->
GodotPrompter is active in this Godot project.
Workflow plugins decide how you work; GodotPrompter decides what you build. Both apply.
**RULE: before implementing any Godot system, invoke the matching godot-prompter: skill.*
Applies to subagents writing Godot code too.
| Building… | Start with |
|---|---|
| Movement, input, cameras | player-controller, input-handling, camera-system |
| Architecture | state-machine, event-bus, scene-organization, component-system, resource-pattern, dependency-injection |
| Gameplay systems | inventory-system, dialogue-system, ability-system, save-load |
| Enemy AI | ai-navigation |
| UI, HUD, i18n | godot-ui, hud-system, responsive-ui, localization |
| Animation, tweens, audio | animation-system, tween-animation, audio-system |
| Physics, 2D, 3D | physics-system, 2d-essentials, 3d-essentials |
| Shaders, VFX, procgen, math | shader-basics, particles-vfx, procedural-generation, math-essentials |
| Multiplayer | multiplayer-basics, multiplayer-sync, dedicated-server |
| Mobile, XR, native, threads | mobile-development, xr-development, gdextension, multithreading |
| Editor tools, assets | addon-development, assets-pipeline |
| GDScript / C# idioms | gdscript-patterns, gdscript-advanced, csharp-godot, csharp-signals |
| Test, debug, profile, review | godot-testing, godot-debugging, godot-optimization, godot-code-review |
| Setup, design, export | godot-project-setup, godot-brainstorming, export-pipeline |
| Teaching while building | godot-mentor |
| Addons (if installed) | limboai, beehave, popochiu, dialogue-manager, phantom-camera |
Full index: invoke godot-prompter:using-godot-prompter.
Red flags — you are rationalizing:
| Thought | Reality |
|---|---|
| "I know how CharacterBody2D works" | Knowing the class ≠ knowing the pattern. Invoke. |
| "It's a two-line script" | Two-line scripts still pick node types. Invoke. |
| "The plan says what to build" | The plan says what. The skill says how. Invoke. |
| "I loaded a Godot skill already" | Different system, different skill. |
| "The user wants a quick fix" | Quick fixes set architecture. Invoke. |
<!-- SESSION-CARD-END -->
Workflow: From Idea to Working Game
GodotPrompter handles the full development workflow. No other plugins required.
1. Design Phase
Load godot-prompter:godot-brainstorming — it guides you through:
- Asking clarifying questions about the game/system
- Proposing architectural approaches with trade-offs
- Designing scene trees, signal maps, and data flow
- Creating an implementation plan with ordered tasks
2. Implementation Phase
For each task in the plan, load the relevant domain skill:
- Building a player? Load
godot-prompter:player-controllerandgodot-prompter:state-machine - Adding inventory? Load
godot-prompter:inventory-system - Need save/load? Load
godot-prompter:save-load
Each skill provides complete code examples, Godot best practices, and a checklist.
3. Review Phase
Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.
Agents
- godot-game-architect — Designs systems, plans scene trees, chooses patterns
- godot-game-dev — Implements features guided by skills
- godot-code-reviewer — Reviews code against Godot best practices
- godot-shader-author — Authors custom shaders, post-processing, Compositor effects
- godot-performance-profiler — Diagnoses performance issues from profiler data
- godot-animator — Designs animation graphs, blend trees, IKModifier3D, BoneConstraint3D, retargeting
- godot-csharp-engineer — C#-first development; parity mode for closing this repo's C# debt
- godot-ui-designer — Builds Control-tree UI — themes, responsive layouts, localization-aware
- godot-tools-engineer — Editor plugins, custom inspectors, gizmos,
@toolscripts, plugin distribution
Plan Storage
GodotPrompter has no plans folder of its own. Save implementation plans where this project keeps them, checking in order: the user's instructions or the project's agent instructions file (CLAUDE.md, AGENTS.md, …); then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting docs/plans/, or use docs/plans/ when you cannot ask (a subagent or non-interactive run). Per-scene designs from godot-brainstorming stay next to the scene, in the root script's comment block or a DESIGN.md.
Platform Adaptation
Skills use Claude Code tool names as the canonical reference. Non-Claude platforms: see the appropriate tool mapping file in references/ for your platform's equivalents:
- [
references/copilot-tools.md](references/copilot-tools.md) — GitHub Copilot CLI - [
references/codex-tools.md](references/codex-tools.md) — Codex - [
references/cursor-tools.md](references/cursor-tools.md) — Cursor - [
references/gemini-tools.md](references/gemini-tools.md) — Legacy Gemini CLI (deprecated) - [
references/antigravity-tools.md](references/antigravity-tools.md) — Antigravity (2.0 desktop, IDE, CLI)
Available Skill Categories
Core / Process
using-godot-prompter— This skill (bootstrap)godot-project-setup— Scaffold new projectsgodot-brainstorming— Godot-specific design explorationgodot-code-review— GDScript/C# review against Godot best practicesgodot-debugging— Godot-specific debugging techniquesgodot-testing— TDD with GUT and gdUnit4godot-mentor— Teaching mode: concept, editor setup, annotated code, verification, one next step
Architecture & Patterns
scene-organization— Scene tree structure, composition patternsstate-machine— FSM patterns (node-based, resource-based, enum-based)event-bus— Signal-based decoupling, autoload event systemscomponent-system— Composition over inheritanceresource-pattern— Custom Resources as data containersdependency-injection— Autoloads, service locators
Gameplay Systems
player-controller— CharacterBody2D/3D movement, input handlinginput-handling— InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebindinganimation-system— AnimationPlayer, AnimationTree, blend trees, state machinestween-animation— Tween class, easing, chaining, parallel sequences, motion recipesinventory-system— Resource-based inventory patternsability-system— Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tagsdialogue-system— Dialogue trees and patternssave-load— Serialization strategiesai-navigation— NavigationAgent, behavior treescamera-system— Camera follow, shake, zonesaudio-system— Audio buses, music management, SFX pooling, spatial audiolocalization— i18n/l10n, TranslationServer, CSV/PO, locale switching, RTLprocedural-generation— Noise, BSP dungeons, cellular automata, WFC, seeded randomness
UI/UX
godot-ui— Control nodes, themes, containersresponsive-ui— Multi-resolution scalinghud-system— In-game HUD patterns
Multiplayer
multiplayer-basics— MultiplayerAPI, RPCs, authoritymultiplayer-sync— Synchronization, interpolationdedicated-server— Headless export, server architecture
Physics & 2D/3D
physics-system— RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls2d-essentials— TileMaps, parallax, 2D lights/shadows, particles, canvas layers3d-essentials— Materials, lighting, shadows, environment, GI, fog, LOD, decalsxr-development— OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest
Rendering & Visual
shader-basics— Godot shader language, visual shaders, common recipes, post-processingparticles-vfx— GPUParticles2D/3D, process materials, subemitters, trails, attractors
Build & Deploy
export-pipeline— Platform exports, CI/CDgodot-optimization— Profiler, performance patternsaddon-development— EditorPlugin, tool scriptsassets-pipeline— Image compression, 3D scene import, audio formats, resource managementmobile-development— Android/iOS export and signing, permissions, plugins, IAP, ads, lifecyclemultithreading— WorkerThreadPool, Thread/Mutex/Semaphore,call_deferred, threaded loading
Scripting
gdscript-patterns— Static typing, await/coroutines, lambdas, match, exports, idiomsgdscript-advanced— Performance idioms, metaprogramming,@toollifecycle, async pitfallsgdextension— Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interopcsharp-godot— C# conventions, GodotSharp APIcsharp-signals— C# signal patterns
Math & Data
math-essentials— Vectors, transforms, interpolation, curves, paths, RNG
Third-Party Addons (require the addon installed)
limboai— LimboAI behavior trees + hierarchical state machinesbeehave— Beehave GDScript behavior treespopochiu— Popochiu point-and-click adventure frameworkdialogue-manager— Dialogue Manager branching dialoguephantom-camera— Phantom Camera dynamic cameras
Implementation Checklist
- [ ] Identified the matching domain skill via the table above before writing any system code
- [ ] Invoked the identified skill with the
Skilltool (or platform equivalent) before implementation - [ ] When a workflow plugin is also active (Superpowers, etc.), still invoked the relevant godot-prompter domain skill during implementation — they are complementary, not exclusive
- [ ] After implementation, ran
godot-prompter:godot-code-reviewto validate against Godot best practices - [ ] Logged any newly-discovered domain gap that no current skill covers, so it can become a future skill
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