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。
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
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-project-setup for scaffolding a new project, godot-grill for settling open design decisions first, godot-brainstorming for design exploration, godot-code-review for reviewing finished code, godot-debugging for diagnosing runtime issues.
GodotPrompter provides Godot 4.x domain-specific skills for AI coding agents. Skills cover project setup, architecture patterns, gameplay systems, UI, multiplayer, testing, and deployment — for both GDScript and C#.
In Claude Code: Use the Skill tool with the skill name (e.g., Skill: "godot-prompter:state-machine").
In Copilot CLI: Use the skill tool. Skills are auto-discovered from installed plugins.
In Gemini CLI: Deprecated (succeeded by Antigravity CLI).
In Cursor: Skills are loaded via custom instructions / rules system.
In Codex: Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see references/codex-tools.md for tool mapping.
In OpenCode: Skills are discovered from the installed plugin. Use the /skills command to browse or invoke skills directly. See .opencode/INSTALL.md for setup.
In Antigravity (2.0, IDE, CLI): Skills activate automatically when your prompt matches a skill's description frontmatter — no tool call needed. Install the plugin using:
agy plugin install https://github.com/jame581/GodotPrompter
For manual, workspace, or cross-project installations:
Workspace (project-scoped) — recommended for active development:
# Linux / macOS — from your Godot project root:
mkdir -p .agents
ln -s /path/to/GodotPrompter/skills .agents/skills
# Windows (PowerShell, Developer Mode or run as admin):
New-Item -ItemType Directory -Force .agents | Out-Null # junction won't create the parent
New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills
Legacy path note:
.agent/skills/(singular) was the early CLI convention;.agents/skills/(plural) is the current standard for all Antigravity products.
Global (cross-project):
# Official path (Google Codelabs): ~/.gemini/config/skills/
# Symlink individual skill folders so each is a direct child (recommended):
mkdir -p ~/.gemini/config/skills/
ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/
~/.gemini/skills/is a community-verified alias but not the path the official Codelabs docs name. Prefer~/.gemini/config/skills/for new installs.
Nesting caveat: Prefer
ln -s skills/*over cloning the repo directly into the skills dir, so each skill is an immediate child (<skills-dir>/<skill-name>/SKILL.md). Confirm nested discovery works before relying on the clone approach.
See references/antigravity-tools.md for the full tool mapping and SKILL.md frontmatter details.
GodotPrompter is active in this Godot project.
Workflow plugins decide how you work; GodotPrompter decides what you build. Both apply.
RULE: before implementing any Godot system, invoke the matching godot-prompter:* skill.
Applies to subagents writing Godot code too.
| Situation | Start with |
|---|---|
| New system, or the requirements are unclear | godot-grill — settle decisions, then design and build |
| Known change, explicit ask, bug fix | the domain skill below — build |
Then report before you build: name the pattern you picked, the alternative you rejected, and why. Skills carry trade-offs — surface them. The choice is the developer's. A report states; it never ends on your own questions. A design decision needs the developer's answer or go-ahead first? Invoke godot-grill.
| Building… | Start with |
|---|---|
| Movement, input, cameras | player-controller, input-handling, camera-system |
| Architecture | state-machine, event-bus, scene-organization, component-system, resource-pattern, dependency-injection |
| Gameplay systems | inventory-system, dialogue-system, ability-system, save-load |
| Enemy AI | ai-navigation |
| UI, HUD, i18n | godot-ui, hud-system, responsive-ui, localization |
| Animation, tweens, audio | animation-system, tween-animation, audio-system |
| Physics, 2D, 3D | physics-system, 2d-essentials, 3d-essentials |
| Shaders, VFX, procgen, math | shader-basics, particles-vfx, procedural-generation, math-essentials |
| Multiplayer | multiplayer-basics, multiplayer-sync, dedicated-server |
| Mobile, XR, native, threads | mobile-development, xr-development, gdextension, multithreading |
| Editor tools, assets | addon-development, assets-pipeline |
| GDScript / C# idioms | gdscript-patterns, gdscript-advanced, csharp-godot, csharp-signals |
| Test, debug, profile, review | godot-testing, godot-debugging, godot-optimization, godot-code-review |
| Setup, design, export | godot-project-setup, godot-grill, godot-brainstorming, export-pipeline |
| Teaching while building | godot-mentor |
| Addons (if installed) | limboai, beehave, popochiu, dialogue-manager, phantom-camera |
Full index: invoke godot-prompter:using-godot-prompter.
Red flags — you are rationalizing:
| Thought | Reality |
|---|---|
| "I know how CharacterBody2D works" | Knowing the class ≠ knowing the pattern. Invoke. |
| "It's a two-line script" | Two-line scripts still pick node types. Invoke. |
| "The plan says what to build" | The plan says what. The skill says how. Invoke. |
| "I loaded a Godot skill already" | Different system, different skill. |
| "The user wants a quick fix" | Quick fixes set architecture. Invoke — then say what you picked. |
| "The skill shows one pattern, so it's settled" | Skills carry trade-offs. Surface them; don't decide alone. |
| "I'll explain it once it works" | A choice reported after the code is a fait accompli, not a choice. |
GodotPrompter handles the full development workflow. No other plugins required.
Load godot-prompter:godot-grill first when design decisions are open — it settles them in rounds and records them. Then godot-prompter:godot-brainstorming guides you through:
For each task in the plan, load the relevant domain skill:
godot-prompter:player-controller and godot-prompter:state-machinegodot-prompter:inventory-systemgodot-prompter:save-loadEach skill provides complete code examples, Godot best practices, and a checklist.
Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.
@tool scripts, plugin distributionGodotPrompter has no plans folder of its own. Save implementation plans where this project keeps them, checking in order: the user's instructions or the project's agent instructions file (CLAUDE.md, AGENTS.md, …); then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting docs/plans/, or use docs/plans/ when you cannot ask (a subagent or non-interactive run). Per-scene designs from godot-brainstorming stay next to the scene, in the root script's comment block or a DESIGN.md.
Skills use Claude Code tool names as the canonical reference. Non-Claude platforms: see the appropriate tool mapping file in references/ for your platform's equivalents:
references/copilot-tools.md — GitHub Copilot CLIreferences/codex-tools.md — Codexreferences/cursor-tools.md — Cursorreferences/gemini-tools.md — Legacy Gemini CLI (deprecated)references/antigravity-tools.md — Antigravity (2.0 desktop, IDE, CLI)using-godot-prompter — This skill (bootstrap)godot-project-setup — Scaffold new projectsgodot-brainstorming — Godot-specific design explorationgodot-grill — Settle open design decisions in rounds, scope first, and record themgodot-code-review — GDScript/C# review against Godot best practicesgodot-debugging — Godot-specific debugging techniquesgodot-testing — TDD with GUT and gdUnit4godot-mentor — Teaching mode: concept, editor setup, annotated code, verification, one next stepscene-organization — Scene tree structure, composition patternsstate-machine — FSM patterns (node-based, resource-based, enum-based)event-bus — Signal-based decoupling, autoload event systemscomponent-system — Composition over inheritanceresource-pattern — Custom Resources as data containersdependency-injection — Autoloads, service locatorsplayer-controller — CharacterBody2D/3D movement, input handlinginput-handling — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebindinganimation-system — AnimationPlayer, AnimationTree, blend trees, state machinestween-animation — Tween class, easing, chaining, parallel sequences, motion recipesinventory-system — Resource-based inventory patternsability-system — Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tagsdialogue-system — Dialogue trees and patternssave-load — Serialization strategiesai-navigation — NavigationAgent, behavior treescamera-system — Camera follow, shake, zonesaudio-system — Audio buses, music management, SFX pooling, spatial audiolocalization — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTLprocedural-generation — Noise, BSP dungeons, cellular automata, WFC, seeded randomnessgodot-ui — Control nodes, themes, containersresponsive-ui — Multi-resolution scalinghud-system — In-game HUD patternsmultiplayer-basics — MultiplayerAPI, RPCs, authoritymultiplayer-sync — Synchronization, interpolationdedicated-server — Headless export, server architecturephysics-system — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls2d-essentials — TileMaps, parallax, 2D lights/shadows, particles, canvas layers3d-essentials — Materials, lighting, shadows, environment, GI, fog, LOD, decalsxr-development — OpenXR, XROrigin3D, hand tracking, controllers, Meta Questshader-basics — Godot shader language, visual shaders, common recipes, post-processingparticles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractorsexport-pipeline — Platform exports, CI/CDgodot-optimization — Profiler, performance patternsaddon-development — EditorPlugin, tool scriptsassets-pipeline — Image compression, 3D scene import, audio formats, resource managementmobile-development — Android/iOS export and signing, permissions, plugins, IAP, ads, lifecyclemultithreading — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, threaded loadinggdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idiomsgdscript-advanced — Performance idioms, metaprogramming, @tool lifecycle, async pitfallsgdextension — Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interopcsharp-godot — C# conventions, GodotSharp APIcsharp-signals — C# signal patternsmath-essentials — Vectors, transforms, interpolation, curves, paths, RNGlimboai — LimboAI behavior trees + hierarchical state machinesbeehave — Beehave GDScript behavior treespopochiu — Popochiu point-and-click adventure frameworkdialogue-manager — Dialogue Manager branching dialoguephantom-camera — Phantom Camera dynamic camerasSkill tool (or platform equivalent) before implementationgodot-prompter:godot-code-review to validate against Godot best practices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。