godot
Skill12 starsChanged 23 days agoMITView on GitHub
Use when an existing Godot project needs gameplay, physics, animation, input, hitstop, or camera contracts mapped onto its configured idle and physics processing loops.
12 other projects use a version of this.
Adopted by
Most recently taken up by
- n-n-code/n-n-code-skillstheir own version, first seen Nov 8, 2026
- AxlZero21/Skillstheir own version, first seen Nov 8, 2026
- jablonkai/skillstheir own version, first seen Oct 1, 2026
- saschb2b/skillstheir own version, first seen Aug 8, 2026
- mattstruble/skillstheir own version, first seen Jul 22, 2026
- muxammadmamajonov/dot-claudetheir own version, first seen Jul 6, 2026
Other versions12 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 12
- fetasty/godot-skills★ 29same name
- saschb2b/skills★ 22same name
- fernforestgames/agent-skill-godot★ 11same name
- n-n-code/n-n-code-skills★ 4same name
- jablonkai/skills★ 2same name
- jarrodmedrano/jarrod-claude-skills★ 2same name
- lucasbrandao4770/claude-code-gamedev★ 2same name
- mattstruble/skills★ 2same name
- shihabshahrier/Godot-Skill★ 2same name
- aleiby/claude-skills★ 1same name
2 more not listed
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 repository194 other files it gives its agents.
- llms.txtllms.txt
- hd-sprite-sequenceSkill
- pixel-animationSkill
- skin-weightsSkill
- spine-skeletalSkill
- sprite-atlasSkill
- sprite-catalogSkill
- sprite-skinSkill
- art-bibleSkill
- asset-pack-intakeSkill
- character-rigSkill
- materialsSkill
- model-pipelineSkill
- open-asset-fixtureSkill
- vfx-generateSkill
- a11y-controlsSkill
- ability-gateSkill
- action-feelSkill
- ad-breakSkill
- adventure-toolSkill
- aggro-tableSkill
- aim-assistSkill
- ammo-reloadSkill
- analytics-funnelSkill
- animation-blendSkill
- animation-graphSkill
- asset-runtimeSkill
- attack-tellSkill
- audio-busesSkill
- audio-feelSkill
- avatar-createSkill
- balance-designSkill
- boss-designSkill
- browser-inputSkill
- camera-anti-clipSkill
- camera-modestySkill
- camera-shotsSkill
- cert-handoffSkill
- chemistry-verbsSkill
- climb-vaultSkill
- cloud-saveSkill
- collision-layersSkill
- combo-designSkill
- cover-shooterSkill
- cover-spaceSkill
- crafting-loopSkill
- currency-dualSkill
- cutscene-handoffSkill
- day-nightSkill
- death-carrySkill
- debug-slateSkill
- deck-buildSkill
- dialogue-beatSkill
- dialogue-flagsSkill
- difficulty-designSkill
- dodge-iframeSkill
- durability-economySkill
- encounter-designSkill
- enemy-aiSkill
- enemy-fireSkill
- The first 60 shown.
The file
Files
Godot adapter
Inspect the Godot version, project physics tick setting and existing node ownership before mapping gameplay clocks.
Timing
_process(delta) is idle/frame processing and varies with rendered frame rate. _physics_process(delta) runs before physics steps at the project's configured physics tick rate (60/s is a default, not a contract). The engine may process multiple physics steps in one rendered frame when catching up.
Physics-facing character/collision work normally belongs in _physics_process; presentation can live in _process. If the project uses another deterministic logical clock, preserve it rather than forcing all gameplay into the default physics rate.
Actor-local hitstop pauses the selected action/animation/logical clock. Do not use Engine.time_scale for per-actor combat freeze.
Bindings
- input:
Input/ action map into semantic actions; - pose:
AnimationPlayer/AnimationTreeunder local time ownership; - hits:
Area2D/3D, shape queries,ShapeCast2D/3D, or project-authored logical volumes; - knockback: body movement solver in the owned physics/logical phase;
- camera:
SpringArm3D/shape sweep or project solution implementingcamera-anti-clip.
Lifecycle and resources
The engine-neutral rules live in audio-feel, juice-vfx, asset-runtime, performance-budget and soak-stability; this section only maps them onto Godot.
- audio output: Web exports start audio only after user interaction.
AudioStreamPlayer.max_polyphony(Godot 4) caps retriggered voices on one player. - background:
NOTIFICATION_APPLICATION_FOCUS_OUT/INand, on mobile,NOTIFICATION_APPLICATION_PAUSED/RESUMEDare the lifecycle points for loops and catch-up limits. - release:
queue_free()removes nodes. Resources are reference-counted, so drop references (including caches and signals) to free them. Reuse particle nodes by restarting emission instead of instancing one per hit. - overlays:
CanvasLayer.layerorders flashes and overlays against the HUD.
Asset pack import
When asset-pack-intake hands over a validated pack: copy the pack folder under one res:// root and keep the paths the pack's .tres files reference. Atlas JSON is metadata; a shipped SpriteFrames resource turns each pack animation into a Godot animation (its relative frame durations preserve the pack's tick holds). Set the viewport to the profile's virtual resolution (for example 640x360, data/display.json), stretch mode viewport for pixel styles and canvas_items for the cartoon style with scale_mode = integer, so the 1920x1080 window shows an exact integer scale (no fractional scaling, no letterbox blur); pixel styles need nearest filtering, the cartoon style linear. Switch art style by changing one style id and resolving every asset key through the pack's styles.json (2D: atlas + animation name, 3D toon-3d: GLB + node + clips imported as PackedScene); the same Tiled ids, tile-unit hitboxes and tick tables drive every style. A shipped TileSet carries one physics layer by tile semantic; the pack's Tiled .tmj is read as data (Godot has no native Tiled loader), with gid minus one as the tileset index and objects anchored at the bottom of their tile. Import status is recorded separately: headless import plus a loader that reconciles resources against the atlas JSON is engine integration evidence; it is not a playthrough.
Accept
Record Godot version and configured physics ticks per second, then document which work is _process, _physics_process, or a custom clock. Replay equivalent logical input at different render rates and verify identical logical outcomes without claiming identical presentation latency.
Record the lifecycle hooks and resource release points used. A burst, teardown and background/resume cycle returns live effect, voice, timer and handle counts to the warm-up baseline; untested platforms remain not-run.
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