godomaster
GodoMaster — Godot 4.x game development intelligence: GDScript, nodes/scenes, 2D/3D rendering, physics, animation, UI, audio, input, shaders, networking, performance, export, file I/O, testing, localization, AI behavior, asset pipeline, and architecture tooling. Complete workflow for indie and professional game development based on official Godot documentation.
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See how to installFiles included (22)
- SKILL.md8.1 KB
- references/01-godot-project-setup.md5.6 KB
- references/02-godot-editor-mastery.md5.1 KB
- references/03-gdscript-pro.md14.1 KB
- references/04-godot-nodes-scenes.md8.3 KB
- references/05-godot-2d-fundamentals.md9.8 KB
- references/06-godot-3d-fundamentals.md13.5 KB
- references/07-godot-physics.md8.8 KB
- references/08-godot-animation.md9.6 KB
- references/09-godot-ui-design.md11.5 KB
- references/10-godot-audio.md10.4 KB
- references/11-godot-input-system.md11.7 KB
- references/12-godot-export-deploy.md9.9 KB
- references/13-godot-performance.md9.4 KB
- references/14-godot-file-io.md13.3 KB
- references/15-godot-shaders.md11.5 KB
- references/16-godot-networking.md14.3 KB
- references/17-godot-testing.md8.8 KB
- references/18-godot-architecture-tooling.md13.5 KB
- references/19-godot-localization.md13.1 KB
- references/20-godot-ai-behavior.md18.3 KB
- references/21-godot-asset-pipeline.md15.0 KB
SKILL.md (original)
Review the instructions the agent will receive before you install.
GodoMaster
Complete Godot 4.x game development skill: project setup, GDScript, scene architecture, 2D/3D, physics, animation, UI, audio, input, shaders, networking, performance, export, data persistence, localization, AI behavior, and asset pipeline.
When to Use
This Skill should be used when the task involves Godot game development — writing GDScript, designing scenes, implementing gameplay systems, debugging, or optimizing.
Must Use
This Skill must be invoked in the following situations:
- Creating or configuring a Godot project (renderer, settings, folder structure)
- Writing, reviewing, or debugging GDScript code
- Designing node hierarchies and scene composition
- Implementing 2D or 3D gameplay (sprites, tilemaps, meshes, cameras)
- Setting up physics (collisions, rigid bodies, raycasting)
- Creating animations (AnimationPlayer, Tween, AnimationTree)
- Building UI (menus, HUD, dialogs, themes)
- Adding audio (music, SFX, spatial audio, audio buses)
- Handling input (keyboard, mouse, gamepad, touch, remapping)
- Writing shaders (2D effects, 3D materials, post-processing)
- Implementing multiplayer/networking
- Exporting to platforms (Windows, Mac, Linux, Web, Mobile)
- Optimizing performance (profiling, draw calls, memory)
- Implementing save/load and file I/O
- Implementing localization or multi-language support (tr(), TranslationServer)
- Building AI behavior systems (state machines, behavior trees, utility AI)
- Working with the asset import pipeline (ResourceImporter, EditorImportPlugin, addons)
- Creating GDExtension modules (C++ integration, godot-cpp)
Sub-skill Routing
| Task | Reference | Details |
|---|---|---|
| New project, renderer, .gitignore | references/01-godot-project-setup.md | Project creation, folder structure, autoloads |
| Editor navigation, debug tools | references/02-godot-editor-mastery.md | Shortcuts, panels, profiler, remote tree |
| GDScript code, patterns, types | references/03-gdscript-pro.md | Type system, signals, movement, state machine |
| Scene tree, node types, composition | references/04-godot-nodes-scenes.md | Node reference, lifecycle, component pattern |
| Sprites, tilemaps, 2D lighting | references/05-godot-2d-fundamentals.md | AnimatedSprite, TileMapLayer, parallax, camera |
| 3D models, materials, environment | references/06-godot-3d-fundamentals.md | Import, PBR, lighting, sky, fog, navigation |
| Collision, physics bodies, raycast | references/07-godot-physics.md | CharacterBody, RigidBody, Area, joints |
| Animation, tweens, state machines | references/08-godot-animation.md | AnimationPlayer, Tween, AnimationTree |
| Menus, HUD, themes, layouts | references/09-godot-ui-design.md | Control nodes, anchors, dialog system |
| Music, SFX, audio buses | references/10-godot-audio.md | AudioStreamPlayer, effects, spatial audio |
| Input mapping, gamepad, touch | references/11-godot-input-system.md | Input actions, remapping, virtual joystick |
| Export, CI/CD, store publishing | references/12-godot-export-deploy.md | Platform presets, optimization, distribution |
| Profiling, FPS, draw calls | references/13-godot-performance.md | Monitors, batching, pooling, culling |
| Save/load, JSON, config files | references/14-godot-file-io.md | SaveManager, ConfigFile, encryption |
| Shaders, visual effects | references/15-godot-shaders.md | CanvasItem, Spatial, fog, post-processing |
| Multiplayer, RPC, sync | references/16-godot-networking.md | ENet, WebSocket, WebRTC, lobby, matchmaking |
| Unit tests, integration tests, CI | references/17-godot-testing.md | GdUnit4, mocking, scene tests, headless CLI |
| Custom Resources, @tool, plugins, GDExtension | references/18-godot-architecture-tooling.md | Resource-based architecture, @tool, GDExtension, EditorPlugin |
| Localization, tr(), TranslationServer | references/19-godot-localization.md | .po/.csv import, plural rules, pseudolocalization, RTL |
| AI, behavior trees, utility AI | references/20-godot-ai-behavior.md | State machines, BT pattern, navigation AI, LimboAI |
| Asset pipeline, import plugins, addons | references/21-godot-asset-pipeline.md | ResourceImporter, EditorImportPlugin, AssetLib distribution |
Quick Reference
GDScript Essentials
# File structure
extends CharacterBody2D
class_name Player
const SPEED := 300.0
signal health_changed(new_health: int)
@export var max_health := 100
@export_range(0, 100) var start_health := 100
@export_storage var internal_state: int = 0 # 4.4+ serialized but hidden
@onready var sprite := $Sprite2D
@onready var animation := $AnimationPlayer
var health: int
var velocity := Vector2.ZERO
func _ready() -> void:
health = start_health
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
var direction := Input.get_axis("move_left", "move_right")
velocity.x = direction * speed
move_and_slide()
Localization Quick Pattern
# Localization
func _ready() -> void:
label.text = tr("KEY_GREETING")
count_label.text = tr_n("1 enemy", "%d enemies", count) % count
TranslationServer.set_locale("zh_CN")
AI Quick Pattern
# Behavior tree tick pattern
func _physics_process(delta: float) -> void:
behavior_tree.tick(self, blackboard)
# NavigationAgent avoidance (4.4+)
nav_agent.avoidance_enabled = true
nav_agent.set_velocity(desired_velocity)
Scene Composition Patterns
Player (CharacterBody2D)
├── CollisionShape2D
├── Sprite2D / AnimatedSprite2D
├── AnimationPlayer
├── Camera2D
├── Hitbox (Area2D) → CollisionShape2D
├── Hurtbox (Area2D) → CollisionShape2D
└── AudioStreamPlayer2D
Enemy (CharacterBody2D)
├── CollisionShape2D
├── Sprite2D
├── AnimationPlayer
├── NavigationAgent2D
├── DetectionArea (Area2D) → CollisionShape2D
└── StateMachine → IdleState, ChaseState, AttackState
HUD (CanvasLayer)
├── MarginContainer
│ ├── TopBar (HBoxContainer) → ScoreLabel, TimerLabel
│ ├── HealthBar (TextureProgressBar)
│ └── BottomBar (HBoxContainer) → HotbarSlots
Node Lifecycle Order
_init() → Object created (before tree)
_enter_tree() → Enters scene tree
_ready() → All children ready (bottom-up)
_process() → Every frame
_physics_process()→ Every physics tick
_exit_tree() → Leaves scene tree
Collision Layers
Layer 1: Player Mask: 2,3,4
Layer 2: Walls Mask: (none)
Layer 3: Enemies Mask: 1,2
Layer 4: Pickups Mask: 1
Layer 5: Proj(PLY) Mask: 2,3
Layer 6: Proj(ENM) Mask: 1,2
Common Autoloads
GameManager → res://scripts/core/game_manager.gd
AudioManager → res://scripts/core/audio_manager.gd
SaveManager → res://scripts/core/save_manager.gd
SignalBus → res://scripts/core/signal_bus.gd
Project Folder Structure
project/
├── scenes/ (world/, ui/, actors/, effects/)
├── scripts/ (core/, systems/, components/, ui/)
├── resources/ (data/, themes/, materials/)
├── art/ (sprites/, tiles/, audio/, vfx/)
└── addons/
Renderer Selection
| Renderer | Best For |
|---|---|
| Forward+ | Desktop, high-end visuals |
| Mobile | Mid-range, balanced |
| Compatibility | Low-end, web, old hardware |
Input Actions (configure early)
move_up/down/left/right → WASD + Left Stick
jump → Space / Gamepad A
attack → Left Click / Gamepad X
interact → E / Gamepad Y
pause → Escape / Start
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