跳到正文
cccskills
免费在 GitHub 公开

godot-3d-essentials

Build a basic Godot 4.7 3D scene with cameras, lights, sky, materials, and visual effects. Includes a follow camera, grid-based level layouts, and guidance for fixing black scenes, incorrect transforms, or missing camera views.

中文简介正在准备中。当前显示英语简介。

原文查看原文说明

Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.

实测评分 未实测

查看安装方法

适用场景

  • Set up the camera and lighting for a new 3D scene
  • Add a smooth follow camera
  • Adjust sky, ambient light, and material appearance
  • Block out a level with GridMap tiles

包含的文件(2)

  • SKILL.md5.8 KB
  • references/scene-and-environment.md4.2 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Godot 3D Essentials (4.x)

Assemble a working 3D scene: transforms, camera, lights, environment/post, materials, and GridMap blockouts. Targets Godot 4.7.

When to use

  • Use when starting or fixing a 3D scene: positioning a Camera3D, adding lights, setting up a WorldEnvironment (sky, ambient, tonemap, glow/SSAO), assigning materials, or building levels with GridMap.

When not to use: writing spatial shaders → godot-shaders; 3D physics bodies and raycasts → godot-physics; character animation blending → godot-animation; full FPS template → the fps-shooter genre skill.

Core workflow

  1. Everything 3D is a Node3D with a Transform3D (position, rotation basis, scale). Move with global_position, rotate with rotate_y(angle) or look_at(target).
  2. Add a Camera3D. Mark it current (or call make_current()); set fov, near, far. Parent it to a rig/pivot for orbit or follow cameras.
  3. Light the scene. A DirectionalLight3D is the sun; OmniLight3D/SpotLight3D are local; AreaLight3D (4.7+) is a rectangular panel light that costs more than omni/spot. Enable shadows per light. Without lights and ambient, surfaces render black.
  4. Add a WorldEnvironment with an Environment resource: background (sky/color), ambient light, tonemap, and post (glow, SSAO, fog, adjustments).
  5. Give meshes materials (StandardMaterial3D or a ShaderMaterial) on MeshInstance3D.
  6. Block out levels with GridMap, which places MeshLibrary items on a 3D grid (the 3D analog of a tilemap).

Patterns

1. A follow camera (third-person, smoothed)

extends Camera3D

@export var target: Node3D
@export var offset := Vector3(0, 4, 8)
@export var smooth := 6.0

func _physics_process(delta: float) -> void:
    if target == null:
        return
    var desired := target.global_position + offset
    global_position = global_position.lerp(desired, smooth * delta)  # smooth follow
    look_at(target.global_position, Vector3.UP)                      # face the target

2. Sun + environment in code

func _ready() -> void:
    var sun := DirectionalLight3D.new()
    sun.rotation_degrees = Vector3(-45, -30, 0)
    sun.shadow_enabled = true
    add_child(sun)

    var we := WorldEnvironment.new()
    var env := Environment.new()
    env.background_mode = Environment.BG_SKY
    env.sky = Sky.new()
    env.sky.sky_material = ProceduralSkyMaterial.new()
    env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
    env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
    env.glow_enabled = true
    we.environment = env
    add_child(we)

3. Assign a StandardMaterial3D from code

func tint_mesh(mesh: MeshInstance3D, color: Color) -> void:
    var mat := StandardMaterial3D.new()
    mat.albedo_color = color
    mat.metallic = 0.0
    mat.roughness = 0.6
    mat.emission_enabled = true
    mat.emission = color * 0.3
    mesh.material_override = mat       # overrides the mesh's surface materials

4. Place tiles into a GridMap

@onready var grid: GridMap = $GridMap   # cell_size + mesh_library set in the editor

func build_floor(width: int, depth: int, item_id: int) -> void:
    for x in width:
        for z in depth:
            # set_cell_item(Vector3i cell, int item, orientation = 0)
            grid.set_cell_item(Vector3i(x, 0, z), item_id)

Pitfalls

  • Scene renders black → no lights and no ambient. Add a DirectionalLight3D and/or a WorldEnvironment with ambient/sky. New scenes have neither by default.
  • No camera / wrong camera. If nothing shows, no Camera3D is current. Set current = true or make_current(); only one camera renders per viewport.
  • Confusing local vs global transforms. position/rotation are relative to the parent; global_position/global_transform are world space. Mixing them under a rotated parent gives surprising results. look_at uses global coordinates.
  • Scaling physics/lights. Non-uniform scale on a Node3D distorts child collisions and lights; prefer scaling the mesh asset or using uniform scale.
  • look_at does nothing and prints an error → the target equals the node's position, the up vector is parallel to the look direction (e.g. looking straight down with Vector3.UP), or the node is not in the tree yet. Keep an offset, pass a different up, or use look_at_from_position() before the node enters the tree.
  • GridMap with no MeshLibrary places nothing. Create a MeshLibrary (from scenes) and assign it; set_cell_item(cell, -1) clears a cell.
  • HDR/glow too strong → check tonemap_mode and glow thresholds; raw emissive values bloom hard under filmic tonemapping.

References

  • For Transform3D math, camera projection modes, light/shadow params, the full Environment/post-processing options, MeshLibrary creation, and ReflectionProbe/ LightmapGI lighting, read references/scene-and-environment.md.

Related skills

  • godot-physics — 3D bodies, areas, and raycasts.
  • godot-shaders — spatial shaders for custom 3D surfaces.
  • godot-animation — AnimationTree for 3D characters.
  • camera-systems — third-person orbit / first-person look rigs, framing, and collision.
  • performance-optimization — keep 3D scenes within frame budget (draw calls, lights, LOD).
  • fps-shooter — composes 3D movement, input, and AI into a game.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Implement reusable decision systems for game characters using behavior trees, which organize conditional actions, and Utility AI, which scores available choices. Build either approach or combine them to control patrols, combat, targeting, and needs-based behavior.

中文简介正在准备中。当前显示英语简介。

  • Build a reusable behavior tree runtime
  • Choose attacks or targets using action scores
  • Combine patrol and combat trees with Utility AI
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

Design game audio with grouped volume controls, music that responds to gameplay, and varied sound effects. Plan how music lowers during dialogue and how events follow the beat, using principles that can be adapted to different game engines.

中文简介正在准备中。当前显示英语简介。

  • Plan grouped volume controls for music, effects, and dialogue
  • Lower background music while dialogue plays
  • Change music layers or segments with gameplay intensity
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

bevy-ecs

免费

Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.

中文简介正在准备中。当前显示英语简介。

  • Organizing a Bevy app with plugins
  • Defining components and shared resources
  • Fixing conflicting queries and execution order
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

Build and tune game cameras for smooth 2D following and 3D viewing. Covers motion smoothing, look-ahead, level boundaries, wall avoidance, and framing multiple targets, with techniques that apply across engines.

中文简介正在准备中。当前显示英语简介。

  • Smooth player-follow cameras in 2D games
  • Keep the camera view within level boundaries
  • Prevent third-person cameras from clipping through walls
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

card-game

免费

Design the core rules of a card game, including decks, hands, discards, drawing, shuffling, turns, and resource costs. Represent card effects as data and define their resolution order so card movement and gameplay outcomes follow explicit rules.

中文简介正在准备中。当前显示英语简介。

  • Building a deckbuilder or trading card game
  • Implementing draws and discard reshuffling
  • Defining turn phases and card costs
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

Plan and prepare consistent game artwork, from sprites and backgrounds to UI icons and 3D briefs. Organize asset requirements, generate or source related visuals, standardize files, and check their appearance and technical fit inside the game.

中文简介正在准备中。当前显示英语简介。

  • Create sprites and backgrounds with a consistent visual style
  • Check asset dimensions, transparency, and tile seams
  • Track asset sources and licenses before release
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

查看 gamedev-skills 的全部技能

报告此技能的问题