Using GodotPrompter
Related skills: godot-project-setup for scaffolding a new project, godot-grill for settling open design decisions first, godot-brainstorming for design exploration, godot-code-review for reviewing finished code, godot-debugging for diagnosing runtime issues.
GodotPrompter provides Godot 4.x domain-specific skills for AI coding agents. Skills cover project setup, architecture patterns, gameplay systems, UI, multiplayer, testing, and deployment — for both GDScript and C#.
How to Access Skills
In Claude Code: Use the Skill tool with the skill name (e.g., Skill: "godot-prompter:state-machine").
In Copilot CLI: Use the skill tool. Skills are auto-discovered from installed plugins.
In Gemini CLI: Deprecated (succeeded by Antigravity CLI).
In Grok Build: Skills are discovered from the installed plugin (grok plugin install jame581/GodotPrompter --trust); invoke them by name.
In Cursor: Skills are loaded via custom instructions / rules system.
In Codex: Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see references/codex-tools.md for tool mapping.
In OpenCode: Skills are discovered from the installed plugin. Use the /skills command to browse or invoke skills directly. See .opencode/INSTALL.md for setup.
In Antigravity (2.0, IDE, CLI): Skills activate automatically when your prompt matches a skill's description frontmatter — no tool call needed. Install the plugin using:
agy plugin install https://github.com/jame581/GodotPrompter
For manual, workspace, or cross-project installations:
Installing GodotPrompter for Antigravity
Workspace (project-scoped) — recommended for active development:
# Linux / macOS — from your Godot project root:
mkdir -p .agents
ln -s /path/to/GodotPrompter/skills .agents/skills
# Windows (PowerShell, Developer Mode or run as admin):
New-Item -ItemType Directory -Force .agents | Out-Null # junction won't create the parent
New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills
Legacy path note: .agent/skills/ (singular) was the early CLI convention; .agents/skills/ (plural) is the current standard for all Antigravity products.
Global (cross-project):
# Official path (Google Codelabs): ~/.gemini/config/skills/
# Symlink individual skill folders so each is a direct child (recommended):
mkdir -p ~/.gemini/config/skills/
ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/
~/.gemini/skills/ is a community-verified alias but not the path the official Codelabs docs name. Prefer ~/.gemini/config/skills/ for new installs.
Nesting caveat: Prefer ln -s skills/* over cloning the repo directly into the skills dir, so each skill is an immediate child (<skills-dir>/<skill-name>/SKILL.md). Confirm nested discovery works before relying on the clone approach.
See references/antigravity-tools.md for the full tool mapping and SKILL.md frontmatter details.
Coexistence with Other Plugins (e.g., Superpowers)
<!-- SESSION-CARD-START -->
GodotPrompter is active in this Godot project.
Workflow plugins decide how you work; GodotPrompter decides what you build. Both apply.
RULE: before implementing any Godot system, invoke the matching godot-prompter:* skill.
Applies to subagents writing Godot code too.
| Situation | Start with |
|---|
| New system, or the requirements are unclear | godot-grill — settle decisions, then design and build |
| Known change, explicit ask, bug fix | the domain skill below — build |
Then report before you build: name the pattern you picked, the alternative you rejected, and why. The choice is the developer's. A report states; it never ends on your own questions. A design decision needs the developer's answer or go-ahead first? Invoke godot-grill.
| Building… | Start with |
|---|
| Movement, input, cameras | player-controller, input-handling, camera-system |
| Architecture | state-machine, event-bus, scene-organization, component-system, resource-pattern, dependency-injection |
| Gameplay systems | inventory-system, dialogue-system, ability-system, save-load |
| Enemy AI | ai-navigation |
| UI, HUD, i18n | godot-ui, hud-system, responsive-ui, localization |
| Animation, tweens, audio | animation-system, tween-animation, audio-system |
| Physics, 2D, 3D | physics-system, 2d-essentials, 3d-essentials |
| Shaders, rendering, VFX, procgen, math | shader-basics, rendering-pipeline, particles-vfx, procedural-generation, math-essentials |
| Networking | multiplayer-basics, multiplayer-sync, dedicated-server, web-services |
| Mobile, XR, native, threads | mobile-development, xr-development, gdextension, multithreading |
| Editor tools, assets | addon-development, assets-pipeline |
| GDScript / C# idioms | gdscript-patterns, gdscript-advanced, csharp-godot, csharp-signals |
| Test, debug, profile, review | godot-testing, godot-debugging, godot-optimization, godot-code-review |
| Setup, design, export | godot-project-setup, godot-grill, godot-brainstorming, export-pipeline, web-export |
| Teaching while building | godot-mentor |
| Addons (if installed) | limboai, beehave, popochiu, dialogue-manager, phantom-camera |
Full index: invoke godot-prompter:using-godot-prompter.
Red flags — you are rationalizing:
| Thought | Reality |
|---|
| "I know how CharacterBody2D works" | Knowing the class ≠ knowing the pattern. Invoke. |
| "It's a two-line script" | Two-line scripts still pick node types. Invoke. |
| "The plan says what to build" | The plan says what. The skill says how. Invoke. |
| "I loaded a Godot skill already" | Different system, different skill. |
| "The user wants a quick fix" | Quick fixes set architecture. Invoke — then say what you picked. |
| "The skill shows one pattern, so it's settled" | Skills carry trade-offs. Surface them; don't decide alone. |
| "I'll explain it once it works" | A choice reported after the code is a fait accompli, not a choice. |
<!-- SESSION-CARD-END -->
Workflow: From Idea to Working Game
GodotPrompter handles the full development workflow. No other plugins required.
1. Design Phase
Load godot-prompter:godot-grill first when design decisions are open — it settles them in rounds and records them. Then godot-prompter:godot-brainstorming guides you through:
- Proposing architectural approaches with trade-offs
- Designing scene trees, signal maps, and data flow
- Creating an implementation plan with ordered tasks
2. Implementation Phase
For each task in the plan, load the relevant domain skill:
- Building a player? Load
godot-prompter:player-controller and godot-prompter:state-machine
- Adding inventory? Load
godot-prompter:inventory-system
- Need save/load? Load
godot-prompter:save-load
Each skill provides complete code examples, Godot best practices, and a checklist.
3. Review Phase
Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.
Agents
- godot-game-architect — Designs systems, plans scene trees, chooses patterns
- godot-game-dev — Implements features guided by skills
- godot-code-reviewer — Reviews code against Godot best practices
- godot-shader-author — Authors custom shaders, post-processing, Compositor effects
- godot-performance-profiler — Diagnoses performance issues from profiler data
- godot-animator — Designs animation graphs, blend trees, IKModifier3D, BoneConstraint3D, retargeting
- godot-csharp-engineer — C#-first development; parity mode for closing this repo's C# debt
- godot-ui-designer — Builds Control-tree UI — themes, responsive layouts, localization-aware
- godot-tools-engineer — Editor plugins, custom inspectors, gizmos,
@tool scripts, plugin distribution
Plan Storage
GodotPrompter has no plans folder of its own. Save implementation plans where this project keeps them, checking in order: the user's instructions or the project's agent instructions file (CLAUDE.md, AGENTS.md, …); then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting docs/plans/, or use docs/plans/ when you cannot ask (a subagent or non-interactive run). Per-scene designs from godot-brainstorming stay next to the scene, in the root script's comment block or a DESIGN.md.
Platform Adaptation
Skills use Claude Code tool names as the canonical reference. Non-Claude platforms: see the appropriate tool mapping file in references/ for your platform's equivalents:
Available Skill Categories
Core / Process
using-godot-prompter — This skill (bootstrap)
godot-project-setup — Scaffold new projects
godot-brainstorming — Godot-specific design exploration
godot-grill — Settle open design decisions in rounds, scope first, and record them
godot-code-review — GDScript/C# review against Godot best practices
godot-debugging — Godot-specific debugging techniques
godot-testing — TDD with GUT and gdUnit4
godot-mentor — Teaching mode: concept, editor setup, annotated code, verification, one next step
Architecture & Patterns
scene-organization — Scene tree structure, composition patterns
state-machine — FSM patterns (node-based, resource-based, enum-based)
event-bus — Signal-based decoupling, autoload event systems
component-system — Composition over inheritance
resource-pattern — Custom Resources as data containers
dependency-injection — Autoloads, service locators
Gameplay Systems
player-controller — CharacterBody2D/3D movement, input handling
input-handling — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebinding
animation-system — AnimationPlayer, AnimationTree, blend trees, state machines
tween-animation — Tween class, easing, chaining, parallel sequences, motion recipes
inventory-system — Resource-based inventory patterns
ability-system — Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tags
dialogue-system — Dialogue trees and patterns
save-load — Serialization strategies
ai-navigation — NavigationAgent, behavior trees
camera-system — Camera follow, shake, zones
audio-system — Audio buses, music management, SFX pooling, spatial audio
localization — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTL
procedural-generation — Noise, BSP dungeons, cellular automata, WFC, seeded randomness
UI/UX
godot-ui — Control nodes, themes, containers
responsive-ui — Multi-resolution scaling
hud-system — In-game HUD patterns
Multiplayer
multiplayer-basics — MultiplayerAPI, RPCs, authority
multiplayer-sync — Synchronization, interpolation
dedicated-server — Headless export, server architecture
web-services — HTTPRequest, REST/JSON clients, downloads, TLS, WebSocket clients
Physics & 2D/3D
physics-system — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls
2d-essentials — TileMaps, parallax, 2D lights/shadows, particles, canvas layers
3d-essentials — Materials, lighting, shadows, environment, GI, fog, LOD, decals
xr-development — OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest
Rendering & Visual
rendering-pipeline — Renderer per platform, lighting strategy, AA, 3D resolution scaling, SubViewports
shader-basics — Godot shader language, visual shaders, common recipes, post-processing
particles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractors
Build & Deploy
export-pipeline — Platform exports, CI/CD
web-export — Browser builds, threads and COOP/COEP, hosting, JavaScriptBridge, persistence
godot-optimization — Profiler, performance patterns
addon-development — EditorPlugin, tool scripts
assets-pipeline — Image compression, 3D scene import, audio formats, resource management
mobile-development — Android/iOS export and signing, permissions, plugins, IAP, ads, lifecycle
multithreading — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, threaded loading
Scripting
gdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idioms
gdscript-advanced — Performance idioms, metaprogramming, @tool lifecycle, async pitfalls
gdextension — Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interop
csharp-godot — C# conventions, GodotSharp API
csharp-signals — C# signal patterns
Math & Data
math-essentials — Vectors, transforms, interpolation, curves, paths, RNG
Third-Party Addons (require the addon installed)
limboai — LimboAI behavior trees + hierarchical state machines
beehave — Beehave GDScript behavior trees
popochiu — Popochiu point-and-click adventure framework
dialogue-manager — Dialogue Manager branching dialogue
phantom-camera — Phantom Camera dynamic cameras
Implementation Checklist