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+
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。
实测评分 未实测
查看安装方法安装前可以查看交给 AI 代理的指令内容。
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.release/v<version> branch, open a PR and merge it (master is protected by the
"Protect master" ruleset: no direct push). Then tag the merge commit on master with an annotated
tag (git tag -a v<version>) and git push origin v<version> — .github/workflows/release.yml
then validates, creates the GitHub release, commits the plugin-only bundle to
the plugin-bundle branch (what Anthropic's plugin directory and both marketplaces install
from), and opens marketplace PRs that point the entry at "ref": "plugin-bundle" (when
MARKETPLACE_TOKEN is configured). Merge those PRs only after plugin-bundle has the tag's commit.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.还没有评价。欢迎分享你的使用感受。
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。
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+
中文简介正在准备中。当前显示原文说明。
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 building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD 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
中文简介正在准备中。当前显示原文说明。
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
中文简介正在准备中。当前显示原文说明。
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
中文简介正在准备中。当前显示原文说明。