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 cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
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。
Current version: check package.json and .claude-plugin/plugin.json (must match).
Full command sequence lives in CONTRIBUTING.md.
node scripts/bump-version.mjs <version> — bumps all five files
release.yml verifies (package.json, the root plugin.json (Antigravity),
.claude-plugin/plugin.json, .claude-plugin/marketplace.json,
.cursor-plugin/plugin.json), plus sibling marketplaces if present; also syncs the live
skill count into the "N domain-specific skills" text of each manifest description.docs/token-budget.md
(npm ci --prefix scripts && node scripts/count-tokens.mjs --tokenizer --markdown, pasted between the
TOKEN-TABLE markers) and fix the skill/agent counts in the intro above them;README.md to the new tag — it sat at
v1.11.0 through three releases.CHANGELOG.md with the new section.v<version>), push with tags — .github/workflows/release.yml
then validates, creates the GitHub release, and opens marketplace PRs
(when MARKETPLACE_TOKEN is configured).skillsmith/.claude-plugin/marketplace.json (primary) and the legacy
godot-prompter-marketplace/.claude-plugin/marketplace.json.plugin.json (Antigravity) must match package.json too — step 1
handles it, but verify before tagging.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。