godot-editor-tooling
Skill105 starsChanged 8 months agoMITView on GitHub
Create Godot editor tools, inspectors, import helpers, and validation flows that reduce manual authoring risk.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- MindsMaster/godot-claude-code-skillstheir own version, first seen Oct 25, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- MindsMaster/godot-claude-code-skills★ 3same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
- 3d-asset-pipelineSkill
- ai-asset-generationSkill
- art-bibleSkill
- audio-implementationSkill
- blender-environment-pipelineSkill
- cinematic-pipelineSkill
- dialogue-content-pipelineSkill
- generated-raster-asset-pipelineSkill
- lighting-lod-pipelineSkill
- localization-pipelineSkill
- materials-shading-pipelineSkill
- placeholder-asset-pipelineSkill
- rigging-skinning-pipelineSkill
- sprite-pipelineSkill
- technical-art-pipelineSkill
- tilemap-pipelineSkill
- ui-animation-pipelineSkill
- ui-asset-pipelineSkill
- vfx-pipelineSkill
- accessibility-designSkill
- combat-designSkill
- core-loop-designSkill
- economy-balancingSkill
- game-feel-designSkill
- level-designSkill
- liveops-designSkill
- monetization-designSkill
- narrative-designSkill
- onboarding-tutorial-designSkill
- procgen-designSkill
- progression-designSkill
- quest-designSkill
- ai-behavior-patternsSkill
- animation-state-patternsSkill
- asset-managementSkill
- build-pipeline-patternsSkill
- event-bus-patternsSkill
- gameplay-architectureSkill
- input-abstractionSkill
- memory-budgetingSkill
- multiplayer-netcode-patternsSkill
- performance-budgetingSkill
- physics-gameplay-patternsSkill
- save-system-patternsSkill
- telemetry-instrumentationSkill
- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 11
Create Godot editor tools, inspectors, import helpers, and validation flows that reduce manual authoring risk.
- Distinctive: line 26
keep production-critical editor tools documented and owned
- Distinctive: line 58
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 59
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Godot Editor Tooling
Purpose
Create Godot editor tools, inspectors, import helpers, and validation flows that reduce manual authoring risk.
Use When
- content workflows are repetitive or fragile
- scene and resource validation is too manual
- designers need safer editor support
Inputs
- workflow pain points
- scene/resource conventions
- validation needs
- addon constraints
Process
- identify the smallest useful tooling or validation addition
- keep production-critical editor tools documented and owned
- support safe bulk operations with clear summaries
- make failures explainable and recoverable
- retire abandoned tools instead of leaving hidden clutter
Outputs
- editor tooling plan
- validation helpers
- workflow notes
- maintenance ownership
Quality Bar
- respects scene-tree ownership, autoload boundaries, and resource behavior
- keeps scripts, signals, and resources understandable at scale
- supports export reliability and content iteration without hidden coupling
Common Failure Modes
- autoloads becoming global dumping grounds
- signal webs with no ownership
- shared resources causing accidental state leakage
Related Agents
- tools-programmer
- godot-reviewer
- technical-artist
Related Commands
- tools-pass
- godot-review
- godot-scene-audit
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

