claude

godot-prompter

Agentic skills framework for Godot 4.x game development — 59 domain-specific skills for GDScript and C#

0 on GitHubby Jan Mesarcv1.17.0MITupdated today
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Plugin godot-prompter from marketplace skillsmith in jame581/skillsmith. 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.

What it installs

Skills (59)

  • 2d-essentials

    Use 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-essentials

    Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+

  • ability-system

    Use 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-development

    Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels

  • ai-navigation

    Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns

  • animation-system

    Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

  • assets-pipeline

    Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration

  • audio-system

    Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing

  • beehave

    Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger

  • camera-system

    Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D

  • component-system

    Use when building reusable node components — composition patterns, component communication, and interface design

  • csharp-godot

    Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop

  • csharp-signals

    Use 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-server

    Use when building dedicated servers — headless export, server architecture, lobby management, and deployment

  • dependency-injection

    Use when choosing how systems get their dependencies — autoloads, service locators, @export injection, and scene injection patterns

  • dialogue-manager

    Use when using the Dialogue Manager addon — .dialogue files with cues, responses, conditions and mutations, runtime balloons, actionable nodes, and C# support

  • dialogue-system

    Use when building or replacing a dialogue system without an addon — branching data, conditions, and UI presentation. Not for extending an existing one

  • event-bus

    Use when setting up decoupled node communication — a global EventBus autoload with typed signals. Not for adding signals to an existing bus

  • export-pipeline

    Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

  • gdextension

    Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop

  • gdscript-advanced

    Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, and signal/Callable trade-offs

  • gdscript-patterns

    Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms

  • godot-brainstorming

    Use 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-review

    Use 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-debugging

    Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

  • godot-grill

    Use 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-mentor

    Use 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-optimization

    Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks

  • godot-project-setup

    Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore

  • godot-testing

    Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#

  • godot-ui

    Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns

  • hud-system

    Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

  • input-handling

    Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

  • inventory-system

    Use when building or replacing an inventory system — Resource-based items, slots, stacking, and UI binding. Not for extending an existing one

  • limboai

    Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard

  • localization

    Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+

  • math-essentials

    Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

  • mobile-development

    Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance

  • multiplayer-basics

    Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model

  • multiplayer-sync

    Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation

  • multithreading

    Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading

  • particles-vfx

    Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

  • phantom-camera

    Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions

  • physics-system

    Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

  • player-controller

    Use when building player movement — CharacterBody2D/3D patterns, movement physics, and common movement recipes

  • popochiu

    Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI

  • procedural-generation

    Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+

  • rendering-pipeline

    Use 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-pattern

    Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration

  • responsive-ui

    Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

  • save-load

    Use when building or replacing a save/load system — ConfigFile, JSON, Resource serialization, and save game architecture

  • scene-organization

    Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns

  • shader-basics

    Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

  • state-machine

    Use 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-animation

    Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

  • using-godot-prompter

    Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

  • web-export

    Use 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-services

    Use 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-development

    Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+

Subagents (9)

  • godot-animator

    Use 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-reviewer

    Use 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-engineer

    Use 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-architect

    Use 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-dev

    Use 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-profiler

    Use 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-author

    Use 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-engineer

    Use 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-designer

    Use 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

Hooks (1)

  • SessionStart

    "${CLAUDE_PLUGIN_ROOT}/hooks/run-hook.cmd" session-start

View source on GitHub

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