Godot Development
Focused single-agent skill for Godot 4 scripting and scene work. For full game production with art, audio, design, and QA teams, use game-dev (48-agent studio) instead.
When to use this vs game-dev
Use godot-development (this skill) |
Use game-dev |
|---|---|
| Writing or debugging a specific script | Full game project with multiple systems |
| Adding a node type or signal connection | Needs art, audio, QA coordination |
| Single mechanic implementation | Multi-week production pipeline |
| gdext / godot-rust extension | Engine-agnostic game architecture |
| OpenXR / WebXR Godot integration | — |
| Export build configuration | — |
Environment (read before running anything)
- Godot 4 engine is NOT installed in this container — there is no
godot4on PATH nor at/usr/bin/godot4. Everygodot4 …command in this skill must run host-side (or on CI), or the engine must be installed separately / gated into the image first. In-container work is limited to editing scripts, scenes, and the Rust extension. - godot-rust (gdext): crate
visionclaw-xr-gdext, source atxr-client/rust/in the VisionClaw project — not undercrates/(that holds the separatevisionclaw-xr-presencecrate). Builds with the in-container Rust toolchain.
Core capabilities
Code patterns and export/OpenXR detail live in
references/patterns.md:
- GDScript signals,
_ready, damage/health example - Headless scene validation
- gdext (
GodotClass/INode3D) native-extension skeleton - Export builds (Android APK, Web/HTML5) — host-side engine required
- OpenXR / WebXR: XRServer,
XRCamera3D/XRController3D/XROrigin3D, hand tracking, passthrough
Related skills
game-dev— Full 48-agent game production studio (design/art/audio/QA)meta-xr-sdk— Meta-specific XR SDK, WebXR, hzdb MCP toolsrust-development— For gdext / godot-rust extension developmentblender— 3D asset creation for import into Godot