Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill to godot-genre-* skills. Use when bootstrapping architecture, bootstrap order, pause modes, PCK DLC, or feature tags — not for pasting FPS/inventory recipes. Keywords: project templates, bootstrap, Subsystem Locator, PCK, feature tags, PROCESS_MODE_ALWAYS, genre scaffold.
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설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Scaffold architecture, then adapt — never dump genre tutorials into the project verbatim.
.gdignore for designer asset drops outside import pipelines.get_tree().paused without process-mode groups — Pause menus need PROCESS_MODE_ALWAYS. Why: pausing the tree freezes _process on menu nodes too, so buttons never receive input; set gameplay to INHERIT (paused) and menu/HUD to ALWAYS via base_menu.gd or explicit process_mode on the pause root._initialize_*() over brittle _ready() overrides.Input.MOUSE_MODE_CAPTURED in FPS scaffolds — Set when the FPS genre path is chosen.tr() / contexts.ResourceLoader.load_threaded_request().godot-genre-* skill for gameplay systems.Platformer end-to-end: row 1 scripts → godot-genre-platformer (advanced_platformer_controller.gd for movement; template base_level + state machine for scene flow). Do NOT paste FPS/inventory recipes from this skill.
MANDATORY: Choose a genre row, load the listed scripts, then open the consumer
godot-genre-*skill for gameplay systems. Do NOT paste inline FPS controllers or inventory managers from memory.
| Genre intent | Load these template scripts (MANDATORY) | Fill gameplay via |
|---|---|---|
| 2D platformer | base_game_manager.gd, base_level.gd, base_actor.gd, scene_state_machine.gd, state_machine_node.gd | godot-genre-platformer |
| Top-down / action RPG | Same bases + subsystem_locator.gd, base_menu.gd | godot-genre-action-rpg |
| 3D FPS / shooter | Bases + multi_platform_input.gd, platform_feature_config.gd | godot-genre-shooter-fps |
| Any genre + DLC packs | modular_dlc_loader.gd | Genre skill + godot-export-builds |
| Cross-platform input/features | multi_platform_input.gd, platform_feature_config.gd | godot-input-handling |
| Threaded level streaming | level_steamer_manager.gd | godot-scene-management |
| Accessibility TTS | accessibility_tts_manager.gd | Project foundations / UI skills |
Folder-by-feature skeleton (all genres): entities/<name>/, levels/ or maps/, ui/, autoloads/ or locator-registered systems, resources/. Details belong in the genre consumer skill — not duplicated here.
Prefer subsystem_locator.gd for modular registration; keep a thin bootstrap Autoload only.
MANDATORY bootstrap_config.gd (or equivalent): critical systems (config/network) before audio/UI. Do not rely on accidental Project Settings Autoload order alone.
Gameplay tree pauses; UI/pause menu nodes use PROCESS_MODE_ALWAYS. Wire via base_menu.gd.
MANDATORY modular_dlc_loader.gd for ProjectSettings.load_resource_pack() mounts — never hand-roll path hacks in gameplay code.
MANDATORY platform_feature_config.gd for OS.has_feature() / export-tag forks (mobile, low_end, dedicated_server).
Map each template piece to a consumer skill before writing gameplay code:
| Template piece | Adapt into |
|---|---|
base_actor / state machine nodes | Genre movement/combat skill (godot-genre-*) + godot-state-machine-advanced |
base_game_manager signals | godot-autoload-architecture / godot-signal-architecture |
| Level streamer | godot-scene-management |
| Input / feature config | godot-input-handling + platform skills |
| Menus / HUD shells | godot-ui-containers |
| Export / CI / PCK | godot-export-builds |
Usage: pick genre row → load scripts → rename project → register locator/bootstrap → configure Input Map → open genre skill for systems — do not paste stock FPS/inventory recipes from this skill.
Platformer/RPG/FPS directory trees, input map template, CI export YAML, PCK mount, bootstrap priority — references/genre-template-scaffolds.md.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
.gdignore, and VCS hygiene that genre boilerplates should bake in from day one.entities/, levels/, and UI scenes so templates stay refactor-safe.ResourceLoader.load_threaded_* patterns used by level streamer templates.canvas_items / expand) every new project template should document.OS.has_feature() profiles for mobile/PC/server overrides in platform config templates.ProjectSettings.load_resource_pack().아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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