csharp-lsp
claudeC# language server for code intelligence
Agentic skills framework for Godot 4.x game development — 59 domain-specific skills for GDScript and C#
Plugin godot-prompter from marketplace godot-prompter-marketplace in jame581/GodotPrompter. Commands read from the repo's manifest — today.
This plugin runs code on your machine — its hooks fire automatically on events like tool use. The exact commands are listed below; read them before installing.
authoring-godot-prompter-skillsUse when writing or editing a SKILL.md, a skill's references/*.md, or an agent definition in this repo — required frontmatter, section ordering, the GDScript-then-C# example convention, and C# parity exemptions.
releasing-godot-prompterUse when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
2d-essentialsUse when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
3d-essentialsUse when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
ability-systemUse when building or replacing an ability system — abilities with cost/cooldown, buffs/debuffs, stat modifiers, and gameplay tags. Not for extending an existing one
addon-developmentUse when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
ai-navigationUse when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
animation-systemUse when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
assets-pipelineUse when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
audio-systemUse when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
beehaveUse when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
camera-systemUse when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
component-systemUse when building reusable node components — composition patterns, component communication, and interface design
csharp-godotUse when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
csharp-signalsUse when implementing signals in C# — [Signal] delegates, EmitSignal patterns, and async signal awaiting. Triggers on declaring, emitting, connecting, or awaiting a signal from a C# script, and on a signal crossing between C# and GDScript in either direction.
dedicated-serverUse when building dedicated servers — headless export, server architecture, lobby management, and deployment
dependency-injectionUse when choosing how systems get their dependencies — autoloads, service locators, @export injection, and scene injection patterns
dialogue-managerUse when using the Dialogue Manager addon — .dialogue files with cues, responses, conditions and mutations, runtime balloons, actionable nodes, and C# support
dialogue-systemUse when building or replacing a dialogue system without an addon — branching data, conditions, and UI presentation. Not for extending an existing one
event-busUse when setting up decoupled node communication — a global EventBus autoload with typed signals. Not for adding signals to an existing bus
export-pipelineUse when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
gdextensionUse when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop
gdscript-advancedUse when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, and signal/Callable trade-offs
gdscript-patternsUse when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
godot-brainstormingUse when designing a new Godot feature or system — scene tree, node choice, and architecture decisions. Not for non-Godot work or changes to existing code
godot-code-reviewUse when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls. Triggers on "review this script", "check my code", "any issues with this", "what's wrong with this code", including a short pasted snippet.
godot-debuggingUse when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
godot-grillUse when a new Godot system or feature has open design decisions — asks them in batched rounds, each with a recommended answer, and records them before any design or code. Triggers on "grill me", "ask me first", "question me on the design", "what do I need to decide before building". Not for choosin
godot-mentorUse when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
godot-optimizationUse when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
godot-project-setupUse when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
godot-testingUse when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
godot-uiUse when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
hud-systemUse when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
input-handlingUse when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
inventory-systemUse when building or replacing an inventory system — Resource-based items, slots, stacking, and UI binding. Not for extending an existing one
limboaiUse when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
localizationUse when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
math-essentialsUse when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
mobile-developmentUse when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
multiplayer-basicsUse when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
multiplayer-syncUse when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
multithreadingUse when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading
particles-vfxUse when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
phantom-cameraUse when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
physics-systemUse when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
player-controllerUse when building player movement — CharacterBody2D/3D patterns, movement physics, and common movement recipes
popochiuUse when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
procedural-generationUse when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
rendering-pipelineUse when choosing a renderer or planning a project's look and frame budget — renderer per platform, lighting strategy and light limits, anti-aliasing, 3D resolution scaling (FSR, MetalFX), SubViewports and render targets, shader stutter, graphics settings menus, and rendering stats
resource-patternUse when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration
responsive-uiUse when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
save-loadUse when building or replacing a save/load system — ConfigFile, JSON, Resource serialization, and save game architecture
scene-organizationUse when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
shader-basicsUse when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
state-machineUse when building a state machine or refactoring logic into one — enum, node, and resource-based FSM patterns with trade-offs. Not for adding states to an existing one
tween-animationUse when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
using-godot-prompterBootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
web-exportUse when shipping a Godot game to the browser — Web export preset options, threads vs no-threads and COOP/COEP headers, hosting on itch.io or your own server, PWA, JavaScriptBridge, user:// persistence, audio and input limits, and load size
web-servicesUse when a Godot game calls a web server — HTTPRequest, downloads, REST/JSON APIs, auth headers, WebSocketPeer clients, TLS, retries, and keeping secrets out of the build. Not for game networking/RPCs (multiplayer-basics) or browser export (web-export)
xr-developmentUse when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
godot-animatorUse this agent when the user needs to design or implement animation systems in Godot 4.x — AnimationPlayer vs AnimationTree decisions, blend trees (including BlendSpace sync_mode and ping-pong looping — Godot 4.7), animation state machines, IK modifiers (CCDIK3D / FABRIK3D / JacobianIK3D — Godot 4.6
godot-code-reviewerUse this agent when the user wants their Godot GDScript or C# code reviewed for best practices, anti-patterns, performance issues, or Godot-specific pitfalls. Also use when completing a major feature and wanting a quality check. Examples: <example>Context: User wants a code review. user: "Review my
godot-csharp-engineerUse this agent for C#-first Godot 4.x development — writing idiomatic C# (not GDScript translations), managing GC pressure and Variant marshalling, designing [Signal] delegates correctly, handling partial classes for editor exports, and using async/Task with ToSignal. Also use this agent in **parity
godot-game-architectUse this agent when the user needs help with Godot 4.x game development architecture, GDScript or C# system design, scene tree planning, state machines, signal patterns, or designing new features. This includes planning new features, designing game systems, refactoring existing code, debugging archi
godot-game-devUse this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: <example>Context: User needs
godot-performance-profilerUse this agent when the user reports lag, stutter, frame drops, draw call spikes, GC pauses (C#), physics slowdowns, or any other performance issue in their Godot 4.x project. The agent reads code, asks for profiler captures before guessing, classifies the bottleneck (CPU vs. GPU, draw calls vs. fil
godot-shader-authorUse this agent when the user needs to write a custom Godot shader, post-processing effect, screen-space effect, custom material, visual shader graph, or Compositor effect. The agent is a specialist in the Godot shader language, knows when to reach for visual shaders vs. text shaders, and picks the r
godot-tools-engineerUse this agent for Godot 4.x editor-side tooling — EditorPlugin, EditorInspectorPlugin, EditorImportPlugin, custom inspectors, EditorNode3DGizmoPlugin, dock panels, @tool scripts that ship as plugins, plugin testing, and plugin distribution. Works in both GDScript and C# (with #if TOOLS guards). GDE
godot-ui-designerUse this agent when the user needs to build or refactor user interfaces in Godot 4.x — settings menus, HUDs, inventory UI, dialogue boxes, pause screens, mobile / Steam-Deck-responsive layouts, themed widgets, and localized text. The agent always uses Control nodes (never Node2D for UI), drives layo
"${CLAUDE_PLUGIN_ROOT}/hooks/run-hook.cmd" session-start
C# language server for code intelligence
Skills for building apps with the AG-UI .NET SDK: streaming chat (stateless vs hosted agents), server tools, client tools, human-in-the-loop (approvals & interrupts), shared state, multimodal messages, reasoning traces, protobuf transport, and troubleshooting.
9 skills
67 specialized skills for full-stack development: 12 language experts (Python, TypeScript, Go, Rust, C++, Swift, Kotlin, C#, PHP, Java, SQL, JavaScript), 8 backend frameworks, 7 frontend/mobile, plus infrastructure, DevOps, security, and testing skills. Includes 9 project workflow commands for epic planning, discovery, execution, and retrospectives.
67 skills · 10 commands
Godot 4.7 engine skills (GDScript, C#, scenes, signals, 2D and 3D, physics, UI, shaders, multiplayer, export, headless tests).
80 skills
Game engine. A lead and thirteen specialists that drive Godot 4.7 on macOS through headless jobs, windowed captures, GUT and gdUnit4 tests, and command-line exports: architecture, gameplay, 2D, 3D worlds, animation, UI, VFX, shaders, rendering and lighting, audio, multiplayer, performance and export, pipeline automation. Every procedure was run live in Godot 4.7.2.
179 skills
Azure SDK patterns and best practices for .NET developers covering AI, resource management, identity, messaging, and Key Vault libraries.
29 skills
This page updates itself from your repo. Add the badge to your README, or get it Featured to pin it above the organic results with a followed link to your site.