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/gd-agentic-skills --skill godot-platform-consoleIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides expert guidance and boilerplate scripts for Godot console development, focusing on platform certification and performance. No security issues were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
2/2 files flagged
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_OUTand 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_fpsand 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_REQUESTfor 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 — Useis_equal_approx(). - NEVER leave orphaned nodes across scene transitions — Strict RAM;
queue_free()and break cycles. - NEVER write to
res://at runtime — Useuser://only. - NEVER save synchronously on the main thread — Offload; atomic
.tmpthen 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.
| Step | MANDATORY script | Do NOT Load (unless needed) |
|---|---|---|
| 1. Boot | console_boot_config.gd | server_side_projectile.gd — RID bypass, not cert |
| 2. Focus / disconnect | certification_manager.gd | — |
| 3. Save atomicity | async_save_manager.gd | — |
| 4. FPS / scaler / RAM | performance_scaler_fsr.gd + memory_budget_guard.gd | Switch: set ram_limit_mb ≈ 3072 (retail) / warn at 3584; PS/Xbox: 4096–5120 per SKU — see script @export |
| 5. Prompts | controller_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)
| Symptom | Fix script | Doc |
|---|---|---|
| Mouse pointer visible in game UI | Hide via Input Map flow + Input.MOUSE_MODE_HIDDEN in boot | Custom mouse cursor |
| Game runs when dashboard/home pressed | certification_manager.gd focus-out pause | Handling quit requests |
| "Press A" hardcoded on Switch | controller_prompt_mapper.gd GUID glyphs | Controllers, gamepads, and joysticks |
| Save corruption on power loss | async_save_manager.gd .tmp rename | Saving games |
| Frame time spikes / TRC perf fail | performance_scaler_fsr.gd + RAM guard | Resolution 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)
- Joypad snippets, native overlay dialogs, shader cache UUID, controller telemetry → console-cert-patterns.md
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
- godot-export-builds — Export presets, feature tags, and template discipline (console SDKs stay NDA-bound outside this skill).
- godot-save-load-systems — Atomic rename, cloud-ready slots, and save UX that TRC save indicators wrap.
- godot-ui-containers — Focusable Control trees and D-Pad neighbor graphs for gamepad-only menus.
- godot-performance-optimization — Frame budgets, FSR scaling, and Server-side entity patterns that keep locked FPS under TCR.
- godot-debugging-profiling — Memory/profiler tabs and monitors used to enforce Switch-class RAM ceilings.
- godot-scene-management — Aggressive queue_free / load queues so scene transitions stay inside console RAM budgets.
- godot-resource-data-patterns — Resource caching and unload strategies paired with memory budget guards.
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.
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-platform-console">View godot-platform-console on skillZs</a>