dialogue-system
FreeUse when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
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Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
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Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
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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.
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Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes
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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.
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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".
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Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
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Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers
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Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
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Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes
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Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
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Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
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Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
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Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
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Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
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Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
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Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
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Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
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Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions
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Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
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Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
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Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
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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+
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Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading
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