Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
中文简介正在准备中。当前显示原文说明。
58 个(jame581 的仓库) · 按人气排序
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
中文简介正在准备中。当前显示原文说明。
Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns
中文简介正在准备中。当前显示原文说明。
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
中文简介正在准备中。当前显示原文说明。
Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
中文简介正在准备中。当前显示原文说明。
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
中文简介正在准备中。当前显示原文说明。
Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
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.
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Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
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Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
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Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
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Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation
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Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls. Triggers on "review this script", "check my code", "any issues with this", "what's wrong with this code", including a short pasted snippet.
中文简介正在准备中。当前显示原文说明。
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".
中文简介正在准备中。当前显示原文说明。
Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
中文简介正在准备中。当前显示原文说明。
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
中文简介正在准备中。当前显示原文说明。
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
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Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
中文简介正在准备中。当前显示原文说明。
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
中文简介正在准备中。当前显示原文说明。
Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
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Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model
中文简介正在准备中。当前显示原文说明。
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
中文简介正在准备中。当前显示原文说明。
Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
中文简介正在准备中。当前显示原文说明。
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
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Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#
中文简介正在准备中。当前显示原文说明。