Using GodotPrompter
Related skills: godot-project-setup for scaffolding a new project, 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#.
How to Access Skills
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:
Installing GodotPrompter for Antigravity
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.
Coexistence with Other Plugins (e.g., Superpowers)
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.
| 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-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. |
Workflow: From Idea to Working Game
GodotPrompter handles the full development workflow. No other plugins required.
1. Design Phase
Load godot-prompter:godot-brainstorming — it guides you through:
- Asking clarifying questions about the game/system
- Proposing architectural approaches with trade-offs
- Designing scene trees, signal maps, and data flow
- Creating an implementation plan with ordered tasks
2. Implementation Phase
For each task in the plan, load the relevant domain skill:
- Building a player? Load
godot-prompter:player-controller and godot-prompter:state-machine
- Adding inventory? Load
godot-prompter:inventory-system
- Need save/load? Load
godot-prompter:save-load
Each skill provides complete code examples, Godot best practices, and a checklist.
3. Review Phase
Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.
Agents
- godot-game-architect — Designs systems, plans scene trees, chooses patterns
- godot-game-dev — Implements features guided by skills
- godot-code-reviewer — Reviews code against Godot best practices
- godot-shader-author — Authors custom shaders, post-processing, Compositor effects
- godot-performance-profiler — Diagnoses performance issues from profiler data
- godot-animator — Designs animation graphs, blend trees, IKModifier3D, BoneConstraint3D, retargeting
- godot-csharp-engineer — C#-first development; parity mode for closing this repo's C# debt
- godot-ui-designer — Builds Control-tree UI — themes, responsive layouts, localization-aware
- godot-tools-engineer — Editor plugins, custom inspectors, gizmos,
@tool scripts, plugin distribution
Plan Storage
Implementation plans and design docs are saved to docs/godot-prompter/plans/ and docs/godot-prompter/specs/ in the user's project.
Platform Adaptation
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 CLI
references/codex-tools.md — Codex
references/cursor-tools.md — Cursor
references/gemini-tools.md — Legacy Gemini CLI (deprecated)
references/antigravity-tools.md — Antigravity (2.0 desktop, IDE, CLI)
Available Skill Categories
Core / Process
using-godot-prompter — This skill (bootstrap)
godot-project-setup — Scaffold new projects
godot-brainstorming — Godot-specific design exploration
godot-code-review — GDScript/C# review against Godot best practices
godot-debugging — Godot-specific debugging techniques
godot-testing — TDD with GUT and gdUnit4
godot-mentor — Teaching mode: concept, editor setup, annotated code, verification, one next step
Architecture & Patterns
scene-organization — Scene tree structure, composition patterns
state-machine — FSM patterns (node-based, resource-based, enum-based)
event-bus — Signal-based decoupling, autoload event systems
component-system — Composition over inheritance
resource-pattern — Custom Resources as data containers
dependency-injection — Autoloads, service locators
Gameplay Systems
player-controller — CharacterBody2D/3D movement, input handling
input-handling — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebinding
animation-system — AnimationPlayer, AnimationTree, blend trees, state machines
tween-animation — Tween class, easing, chaining, parallel sequences, motion recipes
inventory-system — Resource-based inventory patterns
ability-system — Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tags
dialogue-system — Dialogue trees and patterns
save-load — Serialization strategies
ai-navigation — NavigationAgent, behavior trees
camera-system — Camera follow, shake, zones
audio-system — Audio buses, music management, SFX pooling, spatial audio
localization — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTL
procedural-generation — Noise, BSP dungeons, cellular automata, WFC, seeded randomness
UI/UX
godot-ui — Control nodes, themes, containers
responsive-ui — Multi-resolution scaling
hud-system — In-game HUD patterns
Multiplayer
multiplayer-basics — MultiplayerAPI, RPCs, authority
multiplayer-sync — Synchronization, interpolation
dedicated-server — Headless export, server architecture
Physics & 2D/3D
physics-system — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls
2d-essentials — TileMaps, parallax, 2D lights/shadows, particles, canvas layers
3d-essentials — Materials, lighting, shadows, environment, GI, fog, LOD, decals
xr-development — OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest
Rendering & Visual
shader-basics — Godot shader language, visual shaders, common recipes, post-processing
particles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractors
Build & Deploy
export-pipeline — Platform exports, CI/CD
godot-optimization — Profiler, performance patterns
addon-development — EditorPlugin, tool scripts
assets-pipeline — Image compression, 3D scene import, audio formats, resource management
mobile-development — Android/iOS export and signing, permissions, plugins, IAP, ads, lifecycle
multithreading — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, threaded loading
Scripting
gdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idioms
gdscript-advanced — Performance idioms, metaprogramming, @tool lifecycle, async pitfalls
gdextension — Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interop
csharp-godot — C# conventions, GodotSharp API
csharp-signals — C# signal patterns
Math & Data
math-essentials — Vectors, transforms, interpolation, curves, paths, RNG
Third-Party Addons (require the addon installed)
limboai — LimboAI behavior trees + hierarchical state machines
beehave — Beehave GDScript behavior trees
popochiu — Popochiu point-and-click adventure framework
dialogue-manager — Dialogue Manager branching dialogue
phantom-camera — Phantom Camera dynamic cameras
Implementation Checklist
1---2name: using-godot-prompter3description: Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping4---56# Using GodotPrompter78> **Related skills:** **godot-project-setup** for scaffolding a new project, **godot-brainstorming** for design exploration, **godot-code-review** for reviewing finished code, **godot-debugging** for diagnosing runtime issues.910GodotPrompter 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#.1112## How to Access Skills1314**In Claude Code:** Use the `Skill` tool with the skill name (e.g., `Skill: "godot-prompter:state-machine"`).1516**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins.1718**In Gemini CLI:** Deprecated (succeeded by Antigravity CLI).1920**In Cursor:** Skills are loaded via custom instructions / rules system.2122**In Codex:** Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see `references/codex-tools.md` for tool mapping.2324**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.2526**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:27```bash28agy plugin install https://github.com/jame581/GodotPrompter29```30For manual, workspace, or cross-project installations:3132### Installing GodotPrompter for Antigravity3334**Workspace (project-scoped) — recommended for active development:**3536```bash37# Linux / macOS — from your Godot project root:38mkdir -p .agents39ln -s /path/to/GodotPrompter/skills .agents/skills4041# Windows (PowerShell, Developer Mode or run as admin):42New-Item -ItemType Directory -Force .agents | Out-Null # junction won't create the parent43New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills44```4546> **Legacy path note:** `.agent/skills/` (singular) was the early CLI convention; `.agents/skills/` (plural) is the current standard for all Antigravity products.4748**Global (cross-project):**4950```bash51# Official path (Google Codelabs): ~/.gemini/config/skills/52# Symlink individual skill folders so each is a direct child (recommended):53mkdir -p ~/.gemini/config/skills/54ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/55```5657> `~/.gemini/skills/` is a community-verified alias but not the path the official Codelabs docs name. Prefer `~/.gemini/config/skills/` for new installs.5859> **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.6061See `references/antigravity-tools.md` for the full tool mapping and SKILL.md frontmatter details.6263## Coexistence with Other Plugins (e.g., Superpowers)6465<!-- SESSION-CARD-START -->66**GodotPrompter is active in this Godot project.**6768Workflow plugins decide *how you work*; GodotPrompter decides *what you build*. Both apply.6970**RULE: before implementing any Godot system, invoke the matching `godot-prompter:*` skill.**71Applies to subagents writing Godot code too.7273| Building… | Start with |74|---|---|75| Movement, input, cameras | `player-controller`, `input-handling`, `camera-system` |76| Architecture | `state-machine`, `event-bus`, `scene-organization`, `component-system`, `resource-pattern`, `dependency-injection` |77| Gameplay systems | `inventory-system`, `dialogue-system`, `ability-system`, `save-load` |78| Enemy AI | `ai-navigation` |79| UI, HUD, i18n | `godot-ui`, `hud-system`, `responsive-ui`, `localization` |80| Animation, tweens, audio | `animation-system`, `tween-animation`, `audio-system` |81| Physics, 2D, 3D | `physics-system`, `2d-essentials`, `3d-essentials` |82| Shaders, VFX, procgen, math | `shader-basics`, `particles-vfx`, `procedural-generation`, `math-essentials` |83| Multiplayer | `multiplayer-basics`, `multiplayer-sync`, `dedicated-server` |84| Mobile, XR, native, threads | `mobile-development`, `xr-development`, `gdextension`, `multithreading` |85| Editor tools, assets | `addon-development`, `assets-pipeline` |86| GDScript / C# idioms | `gdscript-patterns`, `gdscript-advanced`, `csharp-godot`, `csharp-signals` |87| Test, debug, profile, review | `godot-testing`, `godot-debugging`, `godot-optimization`, `godot-code-review` |88| Setup, design, export | `godot-project-setup`, `godot-brainstorming`, `export-pipeline` |89| Teaching while building | `godot-mentor` |90| Addons (if installed) | `limboai`, `beehave`, `popochiu`, `dialogue-manager`, `phantom-camera` |9192Full index: invoke `godot-prompter:using-godot-prompter`.9394**Red flags — you are rationalizing:**9596| Thought | Reality |97|---|---|98| "I know how CharacterBody2D works" | Knowing the class ≠ knowing the pattern. Invoke. |99| "It's a two-line script" | Two-line scripts still pick node types. Invoke. |100| "The plan says what to build" | The plan says what. The skill says how. Invoke. |101| "I loaded a Godot skill already" | Different system, different skill. |102| "The user wants a quick fix" | Quick fixes set architecture. Invoke. |103<!-- SESSION-CARD-END -->104105## Workflow: From Idea to Working Game106107GodotPrompter handles the full development workflow. No other plugins required.108109### 1. Design Phase110Load `godot-prompter:godot-brainstorming` — it guides you through:111- Asking clarifying questions about the game/system112- Proposing architectural approaches with trade-offs113- Designing scene trees, signal maps, and data flow114- Creating an implementation plan with ordered tasks115116### 2. Implementation Phase117For each task in the plan, load the relevant domain skill:118- Building a player? Load `godot-prompter:player-controller` and `godot-prompter:state-machine`119- Adding inventory? Load `godot-prompter:inventory-system`120- Need save/load? Load `godot-prompter:save-load`121122Each skill provides complete code examples, Godot best practices, and a checklist.123124### 3. Review Phase125Load `godot-prompter:godot-code-review` to review the code against Godot-specific checklists.126127### Agents128129- **godot-game-architect** — Designs systems, plans scene trees, chooses patterns130- **godot-game-dev** — Implements features guided by skills131- **godot-code-reviewer** — Reviews code against Godot best practices132- **godot-shader-author** — Authors custom shaders, post-processing, Compositor effects133- **godot-performance-profiler** — Diagnoses performance issues from profiler data134- **godot-animator** — Designs animation graphs, blend trees, IKModifier3D, BoneConstraint3D, retargeting135- **godot-csharp-engineer** — C#-first development; parity mode for closing this repo's C# debt136- **godot-ui-designer** — Builds Control-tree UI — themes, responsive layouts, localization-aware137- **godot-tools-engineer** — Editor plugins, custom inspectors, gizmos, `@tool` scripts, plugin distribution138139### Plan Storage140Implementation plans and design docs are saved to `docs/godot-prompter/plans/` and `docs/godot-prompter/specs/` in the user's project.141142## Platform Adaptation143144Skills 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:145146- [`references/copilot-tools.md`](references/copilot-tools.md) — GitHub Copilot CLI147- [`references/codex-tools.md`](references/codex-tools.md) — Codex148- [`references/cursor-tools.md`](references/cursor-tools.md) — Cursor149- [`references/gemini-tools.md`](references/gemini-tools.md) — Legacy Gemini CLI (deprecated)150- [`references/antigravity-tools.md`](references/antigravity-tools.md) — Antigravity (2.0 desktop, IDE, CLI)151152## Available Skill Categories153154### Core / Process155- `using-godot-prompter` — This skill (bootstrap)156- `godot-project-setup` — Scaffold new projects157- `godot-brainstorming` — Godot-specific design exploration158- `godot-code-review` — GDScript/C# review against Godot best practices159- `godot-debugging` — Godot-specific debugging techniques160- `godot-testing` — TDD with GUT and gdUnit4161- `godot-mentor` — Teaching mode: concept, editor setup, annotated code, verification, one next step162163### Architecture & Patterns164- `scene-organization` — Scene tree structure, composition patterns165- `state-machine` — FSM patterns (node-based, resource-based, enum-based)166- `event-bus` — Signal-based decoupling, autoload event systems167- `component-system` — Composition over inheritance168- `resource-pattern` — Custom Resources as data containers169- `dependency-injection` — Autoloads, service locators170171### Gameplay Systems172- `player-controller` — CharacterBody2D/3D movement, input handling173- `input-handling` — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebinding174- `animation-system` — AnimationPlayer, AnimationTree, blend trees, state machines175- `tween-animation` — Tween class, easing, chaining, parallel sequences, motion recipes176- `inventory-system` — Resource-based inventory patterns177- `ability-system` — Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tags178- `dialogue-system` — Dialogue trees and patterns179- `save-load` — Serialization strategies180- `ai-navigation` — NavigationAgent, behavior trees181- `camera-system` — Camera follow, shake, zones182- `audio-system` — Audio buses, music management, SFX pooling, spatial audio183- `localization` — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTL184- `procedural-generation` — Noise, BSP dungeons, cellular automata, WFC, seeded randomness185186### UI/UX187- `godot-ui` — Control nodes, themes, containers188- `responsive-ui` — Multi-resolution scaling189- `hud-system` — In-game HUD patterns190191### Multiplayer192- `multiplayer-basics` — MultiplayerAPI, RPCs, authority193- `multiplayer-sync` — Synchronization, interpolation194- `dedicated-server` — Headless export, server architecture195196### Physics & 2D/3D197- `physics-system` — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls198- `2d-essentials` — TileMaps, parallax, 2D lights/shadows, particles, canvas layers199- `3d-essentials` — Materials, lighting, shadows, environment, GI, fog, LOD, decals200- `xr-development` — OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest201202### Rendering & Visual203- `shader-basics` — Godot shader language, visual shaders, common recipes, post-processing204- `particles-vfx` — GPUParticles2D/3D, process materials, subemitters, trails, attractors205206### Build & Deploy207- `export-pipeline` — Platform exports, CI/CD208- `godot-optimization` — Profiler, performance patterns209- `addon-development` — EditorPlugin, tool scripts210- `assets-pipeline` — Image compression, 3D scene import, audio formats, resource management211- `mobile-development` — Android/iOS export and signing, permissions, plugins, IAP, ads, lifecycle212- `multithreading` — WorkerThreadPool, Thread/Mutex/Semaphore, `call_deferred`, threaded loading213214### Scripting215- `gdscript-patterns` — Static typing, await/coroutines, lambdas, match, exports, idioms216- `gdscript-advanced` — Performance idioms, metaprogramming, `@tool` lifecycle, async pitfalls217- `gdextension` — Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interop218- `csharp-godot` — C# conventions, GodotSharp API219- `csharp-signals` — C# signal patterns220221### Math & Data222- `math-essentials` — Vectors, transforms, interpolation, curves, paths, RNG223224### Third-Party Addons (require the addon installed)225- `limboai` — LimboAI behavior trees + hierarchical state machines226- `beehave` — Beehave GDScript behavior trees227- `popochiu` — Popochiu point-and-click adventure framework228- `dialogue-manager` — Dialogue Manager branching dialogue229- `phantom-camera` — Phantom Camera dynamic cameras230231---232233## Implementation Checklist234235- [ ] Identified the matching domain skill via the table above before writing any system code236- [ ] Invoked the identified skill with the `Skill` tool (or platform equivalent) before implementation237- [ ] When a workflow plugin is also active (Superpowers, etc.), still invoked the relevant godot-prompter domain skill during implementation — they are complementary, not exclusive238- [ ] After implementation, ran `godot-prompter:godot-code-review` to validate against Godot best practices239- [ ] Logged any newly-discovered domain gap that no current skill covers, so it can become a future skill