skillZs
★ LIVE SKILL TAGS ★
>>> LIVE SKILLS INDEX <<<
* OPEN SOURCE *
NO LOGIN, NO TRACKING
※ REAL INSTALL DATA ※
← back to all skills
jame581/godotprompter141 installs

using-godot-prompter

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

How do I install this agent skill?

npx skills add https://github.com/jame581/godotprompter --skill using-godot-prompter
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill is a bootstrap guide for the GodotPrompter ecosystem, providing tool mappings for multiple AI platforms and installation instructions. It is generally safe but presents an indirect prompt injection surface by design, as it instructs the agent to process project files and user input to coordinate other skills. It also includes instructions for downloading resources from the author's own GitHub repository.

  • Socketpass

    No alerts

  • Snykwarn

    Risk: MEDIUM · 1 issue

What does this agent skill do?

Using GodotPrompter

Related skills: godot-project-setup for scaffolding a new project, godot-grill for settling open design decisions first, 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.

SituationStart with
New system, or the requirements are uncleargodot-grill — settle decisions, then design and build
Known change, explicit ask, bug fixthe domain skill below — build

Then report before you build: name the pattern you picked, the alternative you rejected, and why. Skills carry trade-offs — surface them. The choice is the developer's.

Building…Start with
Movement, input, camerasplayer-controller, input-handling, camera-system
Architecturestate-machine, event-bus, scene-organization, component-system, resource-pattern, dependency-injection
Gameplay systemsinventory-system, dialogue-system, ability-system, save-load
Enemy AIai-navigation
UI, HUD, i18ngodot-ui, hud-system, responsive-ui, localization
Animation, tweens, audioanimation-system, tween-animation, audio-system
Physics, 2D, 3Dphysics-system, 2d-essentials, 3d-essentials
Shaders, VFX, procgen, mathshader-basics, particles-vfx, procedural-generation, math-essentials
Multiplayermultiplayer-basics, multiplayer-sync, dedicated-server
Mobile, XR, native, threadsmobile-development, xr-development, gdextension, multithreading
Editor tools, assetsaddon-development, assets-pipeline
GDScript / C# idiomsgdscript-patterns, gdscript-advanced, csharp-godot, csharp-signals
Test, debug, profile, reviewgodot-testing, godot-debugging, godot-optimization, godot-code-review
Setup, design, exportgodot-project-setup, godot-grill, godot-brainstorming, export-pipeline
Teaching while buildinggodot-mentor
Addons (if installed)limboai, beehave, popochiu, dialogue-manager, phantom-camera

Full index: invoke godot-prompter:using-godot-prompter.

Red flags — you are rationalizing:

ThoughtReality
"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 — then say what you picked.
"The skill shows one pattern, so it's settled"Skills carry trade-offs. Surface them; don't decide alone.
"I'll explain it once it works"A choice reported after the code is a fait accompli, not a choice.
<!-- 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-grill first when design decisions are open — it settles them in rounds and records them. Then godot-prompter:godot-brainstorming guides you through:

  • 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-controller and godot-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, @tool scripts, 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:

Available Skill Categories

Core / Process

  • using-godot-prompter — This skill (bootstrap)
  • godot-project-setup — Scaffold new projects
  • godot-brainstorming — Godot-specific design exploration
  • godot-grill — Settle open design decisions in rounds, scope first, and record them
  • godot-code-review — GDScript/C# review against Godot best practices
  • godot-debugging — Godot-specific debugging techniques
  • godot-testing — TDD with GUT and gdUnit4
  • godot-mentor — Teaching mode: concept, editor setup, annotated code, verification, one next step

Architecture & Patterns

  • scene-organization — Scene tree structure, composition patterns
  • state-machine — FSM patterns (node-based, resource-based, enum-based)
  • event-bus — Signal-based decoupling, autoload event systems
  • component-system — Composition over inheritance
  • resource-pattern — Custom Resources as data containers
  • dependency-injection — Autoloads, service locators

Gameplay Systems

  • player-controller — CharacterBody2D/3D movement, input handling
  • input-handling — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebinding
  • animation-system — AnimationPlayer, AnimationTree, blend trees, state machines
  • tween-animation — Tween class, easing, chaining, parallel sequences, motion recipes
  • inventory-system — Resource-based inventory patterns
  • ability-system — Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tags
  • dialogue-system — Dialogue trees and patterns
  • save-load — Serialization strategies
  • ai-navigation — NavigationAgent, behavior trees
  • camera-system — Camera follow, shake, zones
  • audio-system — Audio buses, music management, SFX pooling, spatial audio
  • localization — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTL
  • procedural-generation — Noise, BSP dungeons, cellular automata, WFC, seeded randomness

UI/UX

  • godot-ui — Control nodes, themes, containers
  • responsive-ui — Multi-resolution scaling
  • hud-system — In-game HUD patterns

Multiplayer

  • multiplayer-basics — MultiplayerAPI, RPCs, authority
  • multiplayer-sync — Synchronization, interpolation
  • dedicated-server — Headless export, server architecture

Physics & 2D/3D

  • physics-system — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls
  • 2d-essentials — TileMaps, parallax, 2D lights/shadows, particles, canvas layers
  • 3d-essentials — Materials, lighting, shadows, environment, GI, fog, LOD, decals
  • xr-development — OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest

Rendering & Visual

  • shader-basics — Godot shader language, visual shaders, common recipes, post-processing
  • particles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractors

Build & Deploy

  • export-pipeline — Platform exports, CI/CD
  • godot-optimization — Profiler, performance patterns
  • addon-development — EditorPlugin, tool scripts
  • assets-pipeline — Image compression, 3D scene import, audio formats, resource management
  • mobile-development — Android/iOS export and signing, permissions, plugins, IAP, ads, lifecycle
  • multithreading — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, threaded loading

Scripting

  • gdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idioms
  • gdscript-advanced — Performance idioms, metaprogramming, @tool lifecycle, async pitfalls
  • gdextension — Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interop
  • csharp-godot — C# conventions, GodotSharp API
  • csharp-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 machines
  • beehave — Beehave GDScript behavior trees
  • popochiu — Popochiu point-and-click adventure framework
  • dialogue-manager — Dialogue Manager branching dialogue
  • phantom-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 Skill tool (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-review to validate against Godot best practices
  • Logged any newly-discovered domain gap that no current skill covers, so it can become a future skill

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/jame581/godotprompter/using-godot-prompter">View using-godot-prompter on skillZs</a>