xr-development
FreeUse when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
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Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
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Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
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Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
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Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
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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.
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Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
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Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
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Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
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Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes
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Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
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Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
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Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
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Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture
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Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
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Use when building dedicated servers — headless export, server architecture, lobby management, and deployment
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Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
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Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
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Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
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Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns
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Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
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Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
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Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
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Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
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Use when building reusable node components — composition patterns, component communication, and interface design
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