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+
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
File format templates for this repo. See the root CLAUDE.md for the conventions
and size budget that govern the content itself.
Every skill must start with YAML frontmatter:
---
name: skill-name
description: Use when [trigger] — [brief scope]
---
Followed by:
> **Related skills:** **skill-a** for X, **skill-b** for Y.gdscript and csharp language tags)The validator also checks C# parity inside references/*.md (csharp-parity-*-reference), so Pattern X moves stay enforced. Files that section by language (## C#, ## Dash (C#), ### … — C#) are checked file-level instead of per-section; a heading that merely mentions C# in prose is not a partition.
When a section genuinely cannot have a C# counterpart, mark that section — never the whole skill:
<!-- csharp-parity: n/a — C# is statically typed; there is no untyped alternative to contrast -->
It works in both SKILL.md and references/*.md. The reason is mandatory; omitting it is an error (checked on every marker, not only on sections missing C#), because an exemption that cannot say why is indistinguishable from an example nobody wrote. A reason may contain < and >, and a marker inside a fenced block is ignored, so a file can document the marker without exempting itself.
Do not reach for the two blunter tools instead: adding the skill to GDSCRIPT_ONLY_BY_DESIGN exempts every section in it, and renaming a heading to "… (GDScript)" trips the language-partition check and silently downgrades the entire file to a file-level check. Both hide real gaps in neighbouring sections.
A fenced ```gdscript block containing only comments is not a code example — it is prose in a fence, and it will be flagged as an unpaired GDScript block. Write it as prose or a bullet list.
Agent definitions in agents/<name>.md use YAML frontmatter:
---
name: agent-name
description: |
When to use, with <example> blocks.
model: inherit
---
Run node scripts/validate-skills.mjs — it enforces frontmatter, cross-references,
and the 16 KB size budget.
아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.
아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.
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+
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.