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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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설치 방법 보기

포함된 파일(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(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

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

TaskReferenceDetails
New project, renderer, .gitignorereferences/01-godot-project-setup.mdProject creation, folder structure, autoloads
Editor navigation, debug toolsreferences/02-godot-editor-mastery.mdShortcuts, panels, profiler, remote tree
GDScript code, patterns, typesreferences/03-gdscript-pro.mdType system, signals, movement, state machine
Scene tree, node types, compositionreferences/04-godot-nodes-scenes.mdNode reference, lifecycle, component pattern
Sprites, tilemaps, 2D lightingreferences/05-godot-2d-fundamentals.mdAnimatedSprite, TileMapLayer, parallax, camera
3D models, materials, environmentreferences/06-godot-3d-fundamentals.mdImport, PBR, lighting, sky, fog, navigation
Collision, physics bodies, raycastreferences/07-godot-physics.mdCharacterBody, RigidBody, Area, joints
Animation, tweens, state machinesreferences/08-godot-animation.mdAnimationPlayer, Tween, AnimationTree
Menus, HUD, themes, layoutsreferences/09-godot-ui-design.mdControl nodes, anchors, dialog system
Music, SFX, audio busesreferences/10-godot-audio.mdAudioStreamPlayer, effects, spatial audio
Input mapping, gamepad, touchreferences/11-godot-input-system.mdInput actions, remapping, virtual joystick
Export, CI/CD, store publishingreferences/12-godot-export-deploy.mdPlatform presets, optimization, distribution
Profiling, FPS, draw callsreferences/13-godot-performance.mdMonitors, batching, pooling, culling
Save/load, JSON, config filesreferences/14-godot-file-io.mdSaveManager, ConfigFile, encryption
Shaders, visual effectsreferences/15-godot-shaders.mdCanvasItem, Spatial, fog, post-processing
Multiplayer, RPC, syncreferences/16-godot-networking.mdENet, WebSocket, WebRTC, lobby, matchmaking
Unit tests, integration tests, CIreferences/17-godot-testing.mdGdUnit4, mocking, scene tests, headless CLI
Custom Resources, @tool, plugins, GDExtensionreferences/18-godot-architecture-tooling.mdResource-based architecture, @tool, GDExtension, EditorPlugin
Localization, tr(), TranslationServerreferences/19-godot-localization.md.po/.csv import, plural rules, pseudolocalization, RTL
AI, behavior trees, utility AIreferences/20-godot-ai-behavior.mdState machines, BT pattern, navigation AI, LimboAI
Asset pipeline, import plugins, addonsreferences/21-godot-asset-pipeline.mdResourceImporter, 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

RendererBest For
Forward+Desktop, high-end visuals
MobileMid-range, balanced
CompatibilityLow-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

리뷰

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