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Reviewed skills for Claude, Codex, Gemini, Cursor and OpenCode. Read every file before you install.
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Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading
Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture
Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
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".
Use when a new Godot system or feature has open design decisions — interrogates them in batched rounds, scope first, each question with a recommended answer, and records the answers 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 choosing between nodes or APIs, and not for bug fixes.
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
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.
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop
Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals
Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns
Use when building dedicated servers — headless export, server architecture, lobby management, and deployment
Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture. 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.
Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
Use when building reusable node components — composition patterns, component communication, and interface design
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
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+
Fixture — session card region exceeds the byte cap; the validator must reject this
Fixture — the session card END marker is absent; the validator must reject this
Fixture — session card region is empty; the validator must reject this
Fixture skill missing the implementation checklist
Fixture skill with a broken cross-reference
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
Use 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.
Web search using You.com Search API with high-quality, cited results — runs keyless out of the box; YDC_API_KEY unlocks higher limits and real-time web crawling
Multi-format tweet studio - standalone drafts (10 across 5 size tiers), a 5-10 tweet thread, or 10 remixes of past tweets, selected via ${var}
Build a weekly token-consumption recap image from memory/token-usage.csv - this week + all-time totals, top skills, rendered as a shareable SVG card.
One lifecycle poll over everything vuln-scanner produces - PR and advisory status, PVR triage transitions, and pending-disclosure aging, with a stars-secured impact headline and one action queue.
Audit trending repos for real security vulnerabilities and disclose responsibly - scan and route findings (PVR / dependency PR), re-submit queued advisories, and send armed email disclosures
Turn a repo, product page, or update into a recording-ready video script in a receipts-first format - verifies every claim against live sources, then writes timestamped VO + on-screen direction with a plain-language glossary, assets checklist, anti-tells, and a verify-before-recording list
Token unlock and vesting tracker - quantify supply pressure via absorption ratio, classify cliff vs linear, and deliver one-line market reads
Decode any Base transaction into a plain-English story - method, token movements, swaps/approvals, counterparties, and suspicious-approval flags. Keyless via Base RPC + Etherscan v2.
One token recommendation and one prediction market pick - scored, quantified, with a skip branch when signals are weak