using-godot-prompter
Skill870 starsChanged 22 days agoMITView on GitHub
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
In this repository62 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- authoring-godot-prompter-skillsSkill
- releasing-godot-prompterSkill
- 2d-essentialsSkill
- 3d-essentialsSkill
- ability-systemSkill
- addon-developmentSkill
- ai-navigationSkill
- animation-systemSkill
- assets-pipelineSkill
- audio-systemSkill
- beehaveSkill
- camera-systemSkill
- component-systemSkill
- csharp-godotSkill
- csharp-signalsSkill
- dedicated-serverSkill
- dependency-injectionSkill
- dialogue-managerSkill
- dialogue-systemSkill
- event-busSkill
- export-pipelineSkill
- gdextensionSkill
- gdscript-advancedSkill
- gdscript-patternsSkill
- godot-brainstormingSkill
- godot-code-reviewSkill
- godot-debuggingSkill
- godot-grillSkill
- godot-mentorSkill
- godot-optimizationSkill
- godot-project-setupSkill
- godot-testingSkill
- godot-uiSkill
- hud-systemSkill
- input-handlingSkill
- inventory-systemSkill
- limboaiSkill
- localizationSkill
- math-essentialsSkill
- mobile-developmentSkill
- multiplayer-basicsSkill
- multiplayer-syncSkill
- multithreadingSkill
- particles-vfxSkill
- phantom-cameraSkill
- physics-systemSkill
- player-controllerSkill
- popochiuSkill
- procedural-generationSkill
- rendering-pipelineSkill
- resource-patternSkill
- responsive-uiSkill
- save-loadSkill
- scene-organizationSkill
- shader-basicsSkill
- state-machineSkill
- tween-animationSkill
- web-exportSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 14
In Claude Code: Use the Skill tool with the skill name (e.g., Skill: "godot-prompter:state-machine").
- Very specific: line 16
In Copilot CLI: Use the skill tool. Skills are auto-discovered from installed plugins.
≈ “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
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 Grok Build: Skills are discovered from the installed plugin (grok plugin install jame581/GodotPrompter --trust); invoke them by name.
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/GodotPrompterFor 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\skillsLegacy 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.
| Situation | Start with |
| New system, or the requirements are unclear | godot-grill — settle decisions, then design and build |
| Known change, explicit ask, bug fix | the domain skill below — build |
Then report before you build: name the pattern you picked, the alternative you rejected, and why. The choice is the developer's. A report states; it never ends on your own questions. A design decision needs the developer's answer or go-ahead first? Invoke godot-grill.
| Building… | Start with |
| Movement, input, cameras | player-controller, input-handling, camera-system |
| Architecture | state-machine, event-bus, scene-organization, component-system, resource-pattern, dependency-injection |
| Gameplay systems | inventory-system, dialogue-system, ability-system, save-load |
| Enemy AI | ai-navigation |
| UI, HUD, i18n | godot-ui, hud-system, responsive-ui, localization |
| Animation, tweens, audio | animation-system, tween-animation, audio-system |
| Physics, 2D, 3D | physics-system, 2d-essentials, 3d-essentials |
| Shaders, rendering, VFX, procgen, math | shader-basics, rendering-pipeline, particles-vfx, procedural-generation, math-essentials |
| Networking | multiplayer-basics, multiplayer-sync, dedicated-server, web-services |
| Mobile, XR, native, threads | mobile-development, xr-development, gdextension, multithreading |
| Editor tools, assets | addon-development, assets-pipeline |
| GDScript / C# idioms | gdscript-patterns, gdscript-advanced, csharp-godot, csharp-signals |
| Test, debug, profile, review | godot-testing, godot-debugging, godot-optimization, godot-code-review |
| Setup, design, export | godot-project-setup, godot-grill, godot-brainstorming, export-pipeline, web-export |
| Teaching while building | godot-mentor |
| Addons (if installed) | limboai, beehave, popochiu, dialogue-manager, phantom-camera |
Full index: invoke godot-prompter:using-godot-prompter.
Red flags — you are rationalizing:
| Thought | Reality |
| "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-controllerandgodot-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,
@toolscripts, 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:
references/copilot-tools.md— GitHub Copilot CLIreferences/codex-tools.md— Codexreferences/cursor-tools.md— Cursorreferences/gemini-tools.md— Legacy Gemini CLI (deprecated)references/antigravity-tools.md— Antigravity (2.0 desktop, IDE, CLI)
Available Skill Categories
Core / Process
using-godot-prompter— This skill (bootstrap)godot-project-setup— Scaffold new projectsgodot-brainstorming— Godot-specific design explorationgodot-grill— Settle open design decisions in rounds, scope first, and record themgodot-code-review— GDScript/C# review against Godot best practicesgodot-debugging— Godot-specific debugging techniquesgodot-testing— TDD with GUT and gdUnit4godot-mentor— Teaching mode: concept, editor setup, annotated code, verification, one next step
Architecture & Patterns
scene-organization— Scene tree structure, composition patternsstate-machine— FSM patterns (node-based, resource-based, enum-based)event-bus— Signal-based decoupling, autoload event systemscomponent-system— Composition over inheritanceresource-pattern— Custom Resources as data containersdependency-injection— Autoloads, service locators
Gameplay Systems
player-controller— CharacterBody2D/3D movement, input handlinginput-handling— InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebindinganimation-system— AnimationPlayer, AnimationTree, blend trees, state machinestween-animation— Tween class, easing, chaining, parallel sequences, motion recipesinventory-system— Resource-based inventory patternsability-system— Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tagsdialogue-system— Dialogue trees and patternssave-load— Serialization strategiesai-navigation— NavigationAgent, behavior treescamera-system— Camera follow, shake, zonesaudio-system— Audio buses, music management, SFX pooling, spatial audiolocalization— i18n/l10n, TranslationServer, CSV/PO, locale switching, RTLprocedural-generation— Noise, BSP dungeons, cellular automata, WFC, seeded randomness
UI/UX
godot-ui— Control nodes, themes, containersresponsive-ui— Multi-resolution scalinghud-system— In-game HUD patterns
Multiplayer
multiplayer-basics— MultiplayerAPI, RPCs, authoritymultiplayer-sync— Synchronization, interpolationdedicated-server— Headless export, server architectureweb-services— HTTPRequest, REST/JSON clients, downloads, TLS, WebSocket clients
Physics & 2D/3D
physics-system— RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls2d-essentials— TileMaps, parallax, 2D lights/shadows, particles, canvas layers3d-essentials— Materials, lighting, shadows, environment, GI, fog, LOD, decalsxr-development— OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest
Rendering & Visual
rendering-pipeline— Renderer per platform, lighting strategy, AA, 3D resolution scaling, SubViewportsshader-basics— Godot shader language, visual shaders, common recipes, post-processingparticles-vfx— GPUParticles2D/3D, process materials, subemitters, trails, attractors
Build & Deploy
export-pipeline— Platform exports, CI/CDweb-export— Browser builds, threads and COOP/COEP, hosting, JavaScriptBridge, persistencegodot-optimization— Profiler, performance patternsaddon-development— EditorPlugin, tool scriptsassets-pipeline— Image compression, 3D scene import, audio formats, resource managementmobile-development— Android/iOS export and signing, permissions, plugins, IAP, ads, lifecyclemultithreading— WorkerThreadPool, Thread/Mutex/Semaphore,call_deferred, threaded loading
Scripting
gdscript-patterns— Static typing, await/coroutines, lambdas, match, exports, idiomsgdscript-advanced— Performance idioms, metaprogramming,@toollifecycle, async pitfallsgdextension— Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interopcsharp-godot— C# conventions, GodotSharp APIcsharp-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 machinesbeehave— Beehave GDScript behavior treespopochiu— Popochiu point-and-click adventure frameworkdialogue-manager— Dialogue Manager branching dialoguephantom-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
Skilltool (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-reviewto validate against Godot best practices - Logged any newly-discovered domain gap that no current skill covers, so it can become a future skill
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
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.

