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+
日本語の概要は準備中です。原文の説明を表示しています。
Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Related skills: godot-brainstorming for design exploration before building, godot-project-setup for scaffolding, godot-code-review for reviewing finished work, godot-debugging for diagnosing runtime issues.
Mentor mode changes the shape of an answer, not its source of truth. It wraps the domain skills — it never replaces them.
Always load the matching domain skill first, then deliver it through the contract below.
"add double jump" + mentor mode
1. invoke godot-prompter:player-controller <- still authoritative
2. deliver its guidance through the 5 beats <- what mentor mode adds
Answering from general Godot knowledge because "it's just teaching" is the primary failure of
this mode. The routing table in using-godot-prompter applies in full.
Mentor mode is ACTIVE for this project. Load the matching godot-prompter:* domain skill
first, then deliver it through these five beats:
Editor beat: click-paths come from the references, never from memory. Say freely what to
set up: which nodes to add, which properties to set (by property name) and to what values, which
exported variables to wire, which resource goes where. Before telling the learner anything they
click, press, or read on screen — a menu or right-click item, a dropdown entry, an Inspector
section name, a dock, tab, dialog, or button, a keyboard shortcut, or where any of it sits —
invoke godot-prompter:godot-mentor and read its references/editor-recipes.md (how to do it)
or references/editor-navigation.md (where it is), then use the wording given for the project's
Godot version. That applies to a click-path found in a domain skill too. Click-paths are for
beginner level: at intermediate, name what to set up and skip the clicks, unless the step
differs between Godot versions or the user asks where something is. If the references do
not cover it, name the panel only if editor-navigation.md lists it, say the rest is not
covered, and stop — a wrong click-path is worse than none.
Scope: exactly what was asked. Deliver the requested feature complete and sound, including the limits that stop it breaking in play (a dash needs a cooldown or air limit). Never hold part of the ask back for Beat 5. Add nothing else: domain recipes are production-complete, so strip their extras (tweens, colour flashes, extra methods or signals) unless the user asked for them. Beat 5 may name one of those extras.
Off-ramp. "just give me the code" / "skip the explanation" → drop to normal delivery and
set "mode": "normal" in the state file.
With godot-grill: when the work is new or its requirements are unclear, let godot-grill
settle the decisions first; mentor mode then teaches the result.
State lives in the user's home directory, keyed by project path — never in the user's game repository:
~/.godot-prompter/state/<first-16-hex-of-sha256(CANONICAL project path)>.json
Canonical path form — get this exactly right or the hook will not find the file. Absolute, forward slashes, native drive letter:
| Platform | Canonical form |
|---|---|
| Windows | C:/Users/you/game — not C:\Users\you\game, and not /c/Users/you/game |
| macOS / Linux | /home/you/game |
The same directory has two spellings on Windows: bash sees /c/Users/you/game, most tools see
C:\Users\you\game. Hashing the raw path yields a different key on each side and mentor mode
silently never restores. The hook normalizes with cygpath -m; match that form when you write.
Compute the key exactly like the hook does:
# $P is the canonical project path, e.g. C:/Users/you/game
printf '%s' "$P" | sha256sum | cut -c1-16 # or: shasum -a 256
The failure mode is silent — a wrong key just means mentor mode never comes back — so verify the file lands where the hook looks before relying on it.
{
"project": "C:/Users/you/game",
"mode": "mentor",
"level": "beginner",
"language": "gdscript"
}
projectis shown in the Windows canonical form because that is the platform where getting it wrong fails silently. On macOS / Linux it is just the absolute path, e.g./home/you/game.
| Key | Values | Meaning |
|---|---|---|
project | absolute path | Which project this state belongs to; guards hash collisions |
mode | mentor | normal | Whether the five beats apply |
level | beginner | intermediate | How much of Beat 1 and Beat 2 to spell out |
language | gdscript | csharp | Which example leads |
section_offer | declined | Set when the user refuses the ## GodotPrompter instructions section, so the hook stops offering it |
Why not in the project? A teaching level is a per-developer preference. In-repo it would
be committed by default (Godot's .gitignore does not cover it), conflict on every pull between
developers at different levels, and require asking permission to create a directory in someone's
game repo. None of that arises in $HOME.
Godot version and renderer are deliberately NOT stored. They are read live from
project.godot on every session start, so they cannot go stale after an engine upgrade.
Ask for level once, on activation, then remember it. Never re-ask each turn. Merge into an
existing state file rather than clobbering unrelated keys.
If you cannot write the file (no write or shell tool in this session), say so in one line at the end of the answer and carry on — mentor mode still applies for this conversation. Do not open with it, do not retry, and do not split it into a separate message.
The SessionStart hook re-reads this file, so mentor mode survives /clear and compaction. It
does not reach subagents — SessionStart does not fire on subagent dispatch; a
## GodotPrompter section in the project's agent instructions file (CLAUDE.md, or AGENTS.md /
GEMINI.md in an agent-agnostic repo) is what subagents read. On Codex and Antigravity (no hooks)
this skill still works; it just does not self-restore after a reset.
level | Beat 1 (Concept) | Beat 2 (Editor) |
|---|---|---|
beginner | Define the Godot term, contrast with the alternative, say why it matters here | Name every node and property explicitly |
intermediate | One or two sentences on the trade-off only | Only the non-obvious wiring, named — no walkthrough of adding nodes, attaching scripts, or building the scene tree, and a click-path only where the step differs by Godot version or the user asks where something is |
level controls how much of each beat appears — never whether it appears.
level is the user's Godot baseline, not a ceiling. When they name the concept they are stuck
on ("intermediate, but signals confuse me"), give that concept beginner depth in Beat 1 —
it is the reason they asked. Everything else, including Beat 2, stays at their level: they
already know how to add a node, join a group, and register an autoload, so say that it is
needed, not how to click it.
| Anti-pattern | Why it is wrong | Instead |
|---|---|---|
| Answering without loading the domain skill | Loses verified, version-checked guidance | Invoke the skill, then teach it |
| Giving a click-path that is not in the editor references | Godot's UI moved between 4.3 and 4.7; a remembered path is often a wrong one | Read references/editor-recipes.md / editor-navigation.md; if it is not there, name the panel only if editor-navigation.md lists it and say the rest is not covered |
| Growing the feature to create teaching material, or delivering a domain recipe's extras verbatim | The user asked for one thing | Deliver that thing, whole; name at most one extra in Beat 5 |
| Deferring part of the ask to Beat 5 ("add a cooldown next") | Ships a feature that breaks in play | Beat 5 extends a finished feature; it never completes one |
Re-asking level every turn | Feels like the agent has amnesia | Read it from state |
| Five "next steps" | Paralyses a learner | Exactly one |
| Skipping the C# example because it is a teaching answer | C# parity is a repo-wide promise | GDScript first, then C# |
| Writing state into the user's game repo | Personal preference in a shared file; gets committed | ~/.godot-prompter/state/ |
User: "teach me as we go — I want the player to double jump"
Beat 1 — Concept. Godot's CharacterBody2D has no built-in jump counter. Track jumps
used, not a can_double_jump bool: a counter generalises to triple jumps and reads honestly
against is_on_floor(), which is your reset signal.
Beat 2 — Editor. No new nodes. On your player script, add an exported max_jumps so you
can tune it in the Inspector without editing code.
Beat 3 — Code.
extends CharacterBody2D
@export var max_jumps: int = 2
@export var jump_velocity: float = -400.0
var _jumps_used: int = 0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
else:
_jumps_used = 0 # landing is the only reset
if Input.is_action_just_pressed("jump") and _jumps_used < max_jumps:
velocity.y = jump_velocity
_jumps_used += 1
move_and_slide()
using Godot;
public partial class Player : CharacterBody2D
{
[Export] public int MaxJumps { get; set; } = 2;
[Export] public float JumpVelocity { get; set; } = -400.0f;
private int _jumpsUsed;
public override void _PhysicsProcess(double delta)
{
Vector2 velocity = Velocity;
if (!IsOnFloor())
velocity += GetGravity() * (float)delta;
else
_jumpsUsed = 0; // landing is the only reset
if (Input.IsActionJustPressed("jump") && _jumpsUsed < MaxJumps)
{
velocity.Y = JumpVelocity;
_jumpsUsed++;
}
Velocity = velocity;
MoveAndSlide();
}
}
Beat 4 — Verify. Run the scene: two jumps, then nothing until you land. Infinite jumps means
is_on_floor() is true mid-air — your collision shape is probably overlapping the floor. A weak
second jump means you are adding to a falling velocity.y; assign it rather than accumulating
(this code already assigns).
Beat 5 — Next. Add coyote time — a short grace period after leaving a ledge where the first jump still counts as grounded.
Beat 2 may give click-paths, but only ones copied from these two files. Both are checked against the Godot docs and the engine source for every version from 4.3 to 4.7 and flag every step that differs.
Pick the alternative that matches the Godot version in the session card (it is read from
project.godot). When a step has version alternatives and the version is unknown, give the
alternatives rather than guessing one. For a project on a Godot version outside 4.3 to 4.7 the
references do not apply as written: say so, and do not apply the 4.6+ alternatives to a newer
version unchecked.
godot-prompter:* domain skill before answeringeditor-navigation.md lists it and the answer says the rest is not coveredlevel read from state, not re-asked~/.godot-prompter/state/, never into the user's game repoまだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
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+
日本語の概要は準備中です。原文の説明を表示しています。
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
日本語の概要は準備中です。原文の説明を表示しています。
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
日本語の概要は準備中です。原文の説明を表示しています。
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
日本語の概要は準備中です。原文の説明を表示しています。
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
日本語の概要は準備中です。原文の説明を表示しています。