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thedivergentai/game-dev-agentic-skills257 installs

godot-platform-console

Expert blueprint for console platforms (PlayStation, Xbox, Nintendo Switch) covering controller-first UI, certification requirements (TRCs/TCRs), platform services (achievements, cloud saves), and performance compliance. Use when targeting console releases or implementing gamepad-only interfaces. Keywords console, PlayStation, Xbox, Switch, TRC, TCR, certification, controller, gamepad, achievements.

How do I install this agent skill?

npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-platform-console
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    No security issues detected. The skill provides standard Godot engine utilities and expert patterns for console platform development (PlayStation, Xbox, Nintendo Switch). It implements certification compliance logic, controller-first input mapping, and performance optimization techniques using official Godot APIs and following industry best practices. All external references point to official documentation or trusted vendor repositories.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

Platform: Console

Controller-first design, certification compliance, and locked frame rates define console development.

NEVER Do

  • NEVER show a mouse cursor — Certification (TRC/TCR) failure. Hide with Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN).
  • NEVER skip pausing on focus loss — Monitor NOTIFICATION_APPLICATION_FOCUS_OUT and force a pause.
  • NEVER let a controller disconnect go unhandled — Force pause and show reconnect UI.
  • NEVER use an unlocked frame rate — Lock 30 or 60 FPS via Engine.max_fps and enable VSync.
  • NEVER forget D-Pad navigation — Analog-only menus fail accessibility/TRC. Support D-Pad for all menus.
  • NEVER hardcode button labels — Use GUID-based prompt mapping (controller_prompt_mapper.gd), not "Press A".
  • NEVER exceed hardware memory limits — Profile RAM; Switch budgets are rigid.
  • NEVER assume Joypad 0 is always Player 1 — Query Input.get_connected_joypads().
  • NEVER distribute console export templates or SDKs publicly — NDA-bound.
  • NEVER handle continuous analog sticks with boolean checks — Use get_vector() / get_action_strength().
  • NEVER vibrate continuously without a disable option — Finite Input.start_joy_vibration() + accessibility toggle.
  • NEVER expect OS window APIs on consoles — DisplayServer.window_set_mode() is ignored/fails.
  • NEVER map UI to raw button indices — Use Project Input Map (ui_accept, ui_cancel, custom actions).
  • NEVER rely on NOTIFICATION_WM_CLOSE_REQUEST for termination — Consoles suspend; handle focus/suspend paths.
  • NEVER query inputs without flushing when frame-perfect — Input.flush_buffered_events() before critical checks.
  • NEVER use == / != on analog trigger axes — Use is_equal_approx().
  • NEVER leave orphaned nodes across scene transitions — Strict RAM; queue_free() and break cycles.
  • NEVER write to res:// at runtime — Use user:// only.
  • NEVER save synchronously on the main thread — Offload; atomic .tmp then rename.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

certification_manager.gd

Expert TRC/TCR compliance (focus loss, controller disconnects).

performance_scaler_fsr.gd

Dynamic Resolution Scaling and FSR 2.2 management for console performance.

server_side_projectile.gd

Direct RenderingServer/PhysicsServer bypass for high-frequency objects.

async_save_manager.gd

Atomic, corruption-resistant threaded save system.

controller_prompt_mapper.gd

GUID-based button prompt detection (PlayStation/Xbox/Switch).

memory_budget_guard.gd

Strict RAM monitoring for platform-specific hardware budgets.

platform_dialog_invoker.gd

Native OS dialog and virtual keyboard abstraction.

background_data_prefetcher.gd

Asset pre-fetching using WorkerThreadPool to avoid level-load stutters.

achievement_offline_queue.gd

Achievement/Trophy caching with offline persistence.

console_boot_config.gd

Hardware-aware hardware initialization and rendering overrides.


Certification Golden Path (MANDATORY scripts)

Run this checklist in order for a console-ready vertical slice. Do NOT Load optional scripts unless the row below says optional.

StepMANDATORY scriptDo NOT Load (unless needed)
1. Bootconsole_boot_config.gdserver_side_projectile.gd — RID bypass, not cert
2. Focus / disconnectcertification_manager.gd—
3. Save atomicityasync_save_manager.gd—
4. FPS / scaler / RAMperformance_scaler_fsr.gd + memory_budget_guard.gdSwitch: set ram_limit_mb ≈ 3072 (retail) / warn at 3584; PS/Xbox: 4096–5120 per SKU — see script @export
5. Promptscontroller_prompt_mapper.gd—

Optional only: achievement_offline_queue.gd, platform_dialog_invoker.gd, background_data_prefetcher.gd. Do NOT Load these during steps 1–5 unless achievements, system dialogs, or prefetch are in scope.

Input Handling (Input Map — not raw indices)

func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("ui_accept"):
        on_confirm()
    elif event.is_action_pressed("ui_cancel"):
        on_cancel()
    # Prompts: MANDATORY controller_prompt_mapper.gd for face-button glyphs

Expert Techniques

TRC failure → fix (symptom → script → doc)

SymptomFix scriptDoc
Mouse pointer visible in game UIHide via Input Map flow + Input.MOUSE_MODE_HIDDEN in bootCustom mouse cursor
Game runs when dashboard/home pressedcertification_manager.gd focus-out pauseHandling quit requests
"Press A" hardcoded on Switchcontroller_prompt_mapper.gd GUID glyphsControllers, gamepads, and joysticks
Save corruption on power lossasync_save_manager.gd .tmp renameSaving games
Frame time spikes / TRC perf failperformance_scaler_fsr.gd + RAM guardResolution scaling

1. Platform-Overlay-Manager (Native UI Dialogs)

Prefer platform_dialog_invoker.gd / platform_overlay_manager.gd / DisplayServer.dialog_show() for TRC system messages over custom modal stacks.

2. Shader-Binary-Caching (RenderingDevice)

Enable shader/pipeline cache on fixed console GPUs; see console_shader_manager.gd and Official Docs pipeline compilation guidance in Reference.

3. Controller-Battery-Telemetry Hook

Use Input.joy_connection_changed + Input.get_joy_info() via controller_telemetry.gd; battery level often needs a platform GDExtension under NDA.

Deep dives (on demand)

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Controllers, gamepads, and joysticks — Joypad indexing, deadzones, get_vector/get_connected_joypads, and why device 0 is never assumed Player 1 on consoles.
  • Controller number and vibration — Finite start_joy_vibration durations, connection signals, and haptic accessibility toggles required by TRC/TCR.
  • Using InputEvent — Event flow for InputEventJoypadButton/Motion, Input Map actions, and buffered flush before frame-critical checks.
  • Custom mouse cursor — Input.set_mouse_mode / hidden cursor so a visible pointer does not fail console certification.
  • Handling quit requests — Focus-out / suspend paths versus NOTIFICATION_WM_CLOSE_REQUEST, which consoles often never emit.
  • Keyboard, mouse, and controller UI navigation — Focus neighbors and D-Pad/gamepad UI traversal required when analog-only menus fail accessibility/TRC.
  • Resolution scaling — Viewport FSR2 / scaling_3d_scale profiles used to hold locked 30/60 FPS on weak SKUs.
  • Saving games — user:// persistence, save indicators, and why res:// writes are invalid on exported console builds.
  • Background loading — Threaded ResourceLoader prefetch so slow console storage does not hitch level transitions.
  • Using multiple threads — WorkerThreadPool offload for atomic saves and prefetch without main-thread TCR frame spikes.
  • Feature tags — OS.has_feature / export tags that gate console boot overrides (VSync, max FPS, low-end GI).
  • Reducing stutter from shader/pipeline compilations — Shader/pipeline caching on fixed console GPUs to avoid first-use hitch rejections.

Related Skills

Prerequisites

  • godot-project-foundations — Project layout, Input Map, and export/user paths before certification hooks and console boot overrides.
  • godot-input-handling — Joypad actions, deadzones, and device remapping that controller-first UI and prompt mappers build on.
  • godot-gdscript-mastery — Typed notifications, signals, and thread-safe call patterns used by compliance and async save managers.

Complements

Downstream / consumers

  • godot-platform-desktop — Dual-ship PC builds that must share Input Map/actions while keeping console mouse-hidden and FPS-locked paths.
  • godot-platform-mobile — Shared focus-loss / suspend pause patterns when the same title also targets handhelds.
  • godot-multiplayer-networking — Online matchmaking/friends hooks that sit beside achievement queues and platform overlays.
  • godot-genre-party — Multi-pad local play that consumes dynamic joypad slot discovery and prompt mapping.

Master

  • godot-master — Library router and mirrored module entry for cross-skill discovery.

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/thedivergentai/game-dev-agentic-skills/godot-platform-console">View godot-platform-console on skillZs</a>