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58 skills (repositories by jame581) · sorted by popularity

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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jame581/GodotPrompter851Updated Oct 15, 2026

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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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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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jame581/GodotPrompter851Updated Oct 15, 2026

Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

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jame581/GodotPrompter851Updated Oct 15, 2026

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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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding

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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns

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jame581/GodotPrompter851Updated Oct 15, 2026

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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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026

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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jame581/GodotPrompter851Updated Oct 15, 2026

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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jame581/GodotPrompter851Updated Oct 15, 2026

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

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jame581/GodotPrompter851Updated Oct 15, 2026