godot-genre-shooter-fps
Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-shooter-fpsIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides a comprehensive collection of GDScript templates and technical blueprints for implementing First-Person Shooter (FPS) mechanics in the Godot 4.7 engine. It covers movement physics, camera look systems, hitscan weapon logic, and procedural recoil without any security risks.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
MANDATORY script reads (start here)
- fps_camera_look.gd — raw
_inputmouse look (yaw/pitch) - fps_movement_logic.gd — accel/friction/air control
- hitscan_weapon_query.gd — space-state hitscan
- weapon_bobbing_system.gd — viewmodel bob/sway
Also: procedural_recoil_handler.gd, hitscan_weapon_logic.gd, advanced_fps_controller.gd, weapon_state_machine.gd, frame_perfect_input.gd, bullet_decal_spawner.gd, weapon_spread_calc.gd, server_projectile_instance.gd, player_anim_bridge.gd, recoil_system.gd (pattern + bloom), aim_assist.gd (controller friction/magnetism).
advanced_weapon_controller.gd is shared theory — keep FPS feel in the scripts above; genre routing for TPS → sibling skill.
Core Loop
Move/Look → Aim → Fire (hitscan) → Recoil recover → Acquire
NEVER Do (FPS)
Gunplay & registration
- NEVER hit-detect in
_process— use_physics_process+intersect_ray. - NEVER apply recoil only to the gun mesh — kick camera + bloom/spread.
- NEVER trust client damage — server authority + lag compensation.
- NEVER forget
exclude/add_exceptionfor the player RID. - NEVER use
==on float cooldowns —is_equal_approx.
Input & movement
- NEVER poll mouse in
_physics_process—_input/_unhandled_inputfor look. - NEVER accumulate look on a raw
Transform3D— store yaw/pitch floats. - NEVER multiply velocity by
deltabeforemove_and_slide(). - NEVER use
Transform3D.looking_atfor muzzle forward — use-transform.basis.z.
Polish
- NEVER single
AudioStreamPlayerfor gunfire — layer mechanical + shot + tail. - NEVER leave decals forever — fade/pool (bullet_decal_spawner.gd).
- NEVER hardcode weapon stats — WeaponData Resources.
- NEVER use plain Strings for hot weapon states —
StringName.
Advanced FPS (keep)
Viewmodel sway / bob
Procedural sine bob + look sway — weapon_bobbing_system.gd.
Step-up
Ray forward/down from step_height when is_on_wall() after move_and_slide(); lift to step top for stairs.
Tactical lean
Roll camera Z + local X offset from Input.get_axis("lean_left","lean_right") with lerp.
Shared weapon theory
Hitscan vs projectile, spray patterns, and net prediction details that are not FPS-rig specific → godot-genre-shooter + combat/multiplayer complements. Implement FPS fire path via hitscan_weapon_query.gd + procedural_recoil_handler.gd + recoil_system.gd.
MANDATORY for hitscan/projectile tradeoffs, three-layer recoil, aim assist, weapon balance matrices, and client prediction: fps-weapon-theory.md. Do NOT Load after MANDATORY script reads unless extending beyond bob/step/lean.
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
- Ray-casting — PhysicsDirectSpaceState3D
intersect_raypatterns for hitscan registration without Area3D ballistics. - Physics introduction — collision layers/masks, layers for player exclude, and physics tick vs visual frame for gunplay.
- Using 3D transforms — basis axes and
-transform.basis.zforward vectors for aim, recoil, and muzzle direction. - Using InputEvent —
_inputvs_physics_processso mouse look stays zero-latency while movement stays physics-synced. - Mouse and input coordinates — relative mouse motion, capture, and screen-center projection for aim rays.
- Controllers, gamepads, and joysticks — analog look axes and deadzones that aim-assist friction/magnetism build on.
- Using decals — Decal node projection for bullet impacts instead of Sprite3D/QuadMesh stickers.
- High-level multiplayer — RPC authority and fire-event patterns for server-validated hitscan without syncing every bullet.
- Using AnimationTree — blend/state machines for idle/aim/fire/reload without
!in expressions. - Resources — WeaponData Resource stats (damage, recoil, spread) instead of hardcoded class constants.
- Audio streams — layered mechanical/shot/tail streams for gunfire weight.
- Optimization using Servers — RenderingServer RID paths for high-volume visual projectiles without SceneTree spam.
Related Skills
Prerequisites
- godot-project-foundations — scene tree, InputMap actions, and Resource import basics before FPS controllers and WeaponData wiring.
- godot-input-handling — mouse capture, action buffering, and look vs move split that frame-perfect fire and camera look depend on.
- godot-raycasting-queries — physics-synced ray/shape queries and exclude RIDs that hitscan registration builds on.
Complements
- godot-camera-systems — FOV punch, lean pivots, and shake stacks that compose with procedural recoil and weapon bob.
- godot-combat-system — duck-typed damage application and hit-zone multipliers shared with hitscan/projectile confirm paths.
- godot-audio-systems — bus routing and pooled one-shots for layered gunfire without a single shared AudioStreamPlayer.
- godot-multiplayer-networking — authoritative fire RPCs and unreliable movement transfer modes for competitive hit validation.
- godot-adapt-single-to-multiplayer — client prediction / server reconciliation shells before lag-compensated shot validation.
- godot-state-machine-advanced — StringName fire/reload/idle machines without stringly-typed weapon states.
- godot-animation-tree-mastery — AnimationTree parameters and blend spaces driven by local velocity bridges.
- godot-performance-optimization — pooling, Decal budgets, and RenderingServer RID density for bullet visuals and impacts.
- godot-genre-shooter — broader TPS/hybrid shooter architecture when the project is not FPS-first.
Downstream / consumers
- godot-monte-carlo-balancer — simulate weapon asymmetry matrices, TTK bands, and bloom/recoil knobs before shipping balance tables.
- godot-genre-battle-royale — large-scale relevancy and lag-compensated combat that reuses FPS hitscan/recoil feel inside BR matches.
Master
- godot-master — library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting FPS concern.
How can the creator link this 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/thedivergentai/gd-agentic-skills/godot-genre-shooter-fps">View godot-genre-shooter-fps on skillZs</a>