Back to Discover

GodotPrompter

skill

jame581

Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor)

View on GitHub
505 starsMITSynced Aug 2, 2026

Install to Claude Code

/plugin marketplace add jame581/GodotPrompter

README

GodotPrompter

License: MIT Godot 4.x Skills: 55

Agentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.

Inspired by and built on top of the Superpowers plugin for Claude Code — which provides the underlying skill loading, brainstorming, and workflow infrastructure that GodotPrompter extends with Godot-specific domain knowledge.

What is this?

GodotPrompter is a plugin that provides skills — structured domain knowledge that AI agents load on demand. When you ask your agent to "add a state machine" or "set up multiplayer", it loads the relevant GodotPrompter skill and follows Godot-specific best practices instead of relying on generic knowledge.

55 skills covering project setup, architecture, gameplay systems, input handling, physics, 2D/3D systems, animation, shaders, audio, UI, multiplayer, localization, procedural generation, XR/VR, native extensions, multithreading, mobile shipping, optimization, GDScript / C# patterns, a teaching mode, and third-party addons (LimboAI, Beehave, Popochiu, Dialogue Manager, Phantom Camera). All targeting Godot 4.3+ with both GDScript and C# examples — newer features from Godot 4.5, 4.6, and 4.7 (variadic functions, abstract classes, stencil buffers, AreaLight3D, VirtualJoystick, OpenXR Spatial Entities, and more) are included as annotated additive sections.

v1.7.0 introduces a 16 KB token budget for SKILL.md files (validator-enforced) and the new gdscript-advanced skill for production-grade GDScript depth (performance idioms, metaprogramming, @tool lifecycle, profiler-driven idioms).

v1.9.0 adds native power and mobile shipping — the new gdextension (godot-cpp / Rust native extensions), multithreading (WorkerThreadPool, threads, threaded loading), and mobile-development (Android/iOS export, lifecycle, plugins, IAP) skills.

Quick Start

Claude Code (recommended)

# Add the marketplace
claude plugins marketplace add jame581/skillsmith

# Install the plugin
claude plugins install godot-prompter@skillsmith

Or install from a local clone:

git clone https://github.com/jame581/GodotPrompter.git
claude plugins marketplace add ./GodotPrompter
claude plugins install godot-prompter@godot-prompter

Then start a new session and ask:

"I'm starting a new Godot 4.3 project. How should I organize it?"

The agent loads the godot-project-setup skill and provides a complete directory structure, autoload setup, and .gitignore — not generic advice.

Grok Build

grok plugin install jame581/GodotPrompter --trust
grok plugin enable godot-prompter

Pin to a release:

grok plugin install jame581/GodotPrompter@v1.11.0 --trust
grok plugin enable godot-prompter

Antigravity CLI (agy)

agy plugin install https://github.com/jame581/GodotPrompter

GitHub Copilot CLI

copilot plugin marketplace add jame581/skillsmith
copilot plugin install godot-prompter@skillsmith

Cursor

/add-plugin godot-prompter

Or clone and place in your project — Cursor reads .cursor-plugin/plugin.json.

Codex

git clone https://github.com/jame581/GodotPrompter.git ~/.codex/godot-prompter
mkdir -p ~/.agents/skills
ln -s ~/.codex/godot-prompter/skills ~/.agents/skills/godot-prompter

See .codex/INSTALL.md for Windows instructions.

OpenCode

Add to opencode.json:

{
  "plugin": ["godot-prompter@git+https://github.com/jame581/GodotPrompter.git"]
}

See .opencode/INSTALL.md for details.

How It Works

Automatic activation

GodotPrompter registers a SessionStart hook that injects its skill-routing card when it detects a Godot project. It looks for project.godot up to four directories above your working directory and up to three below it, so the common monorepo layout — docs and tooling at the repo root, the engine project in source/, game/, or godot/ — is detected when you open a session at the root. Vendored addons/ and dot-directories are skipped, so a plugin's bundled demo project is never mistaken for yours. In any other repository the hook does nothing at all.

The hook reads only your project's project.godot and its own state file under your home directory, makes no network requests, and writes nothing. If bash is unavailable on Windows it exits silently and the plugin behaves exactly as it did before v1.13.0.

Verified end-to-end on Claude Code and GitHub Copilot CLI. Cursor's registration ships but is not yet confirmed. Codex and Antigravity have no hook mechanism and continue to load the bootstrap through AGENTS.md / GEMINI.md.

The hook covers your session. Subagents do not receive itSessionStart does not fire on subagent dispatch. When a Godot project's CLAUDE.md has no ## GodotPrompter section, the agent offers once to add one, since that is what subagents read. It never adds it silently.

Mentor mode

Say "teach me as we go" in a Godot project and GodotPrompter switches to teaching delivery: the Godot concept and why that node, the editor setup, annotated GDScript and C#, what to verify when you run it, and one suggested next step. It wraps the domain skills rather than replacing them, so the guidance stays version-checked.

Your preference is remembered per project in ~/.godot-prompter/state/ — nothing is written into your game repository. Say "just give me the code" to turn it off.

1. Design Phase

Ask the agent to brainstorm a feature. It loads godot-brainstorming and walks you through:

  • Clarifying questions about your game/system
  • Architectural approaches with trade-offs
  • Scene tree design, signal maps, and data flow
  • An implementation plan with ordered tasks

2. Implementation Phase

For each task, the agent loads the relevant domain skill:

  • Building a player? → player-controller + input-handling + state-machine
  • Adding inventory? → inventory-system + resource-pattern
  • Setting up 3D scene? → 3d-essentials + assets-pipeline
  • Adding particles? → particles-vfx + shader-basics
  • Need animations? → animation-system + tween-animation
  • Need save/load? → save-load

3. Review Phase

Ask for a code review. The agent loads godot-code-review and checks against Godot-specific checklists.

Example Use Cases

  • "Set up a new Godot project" — Loads the godot-project-setup skill and scaffolds a complete directory structure, autoloads, input map, and .gitignore following Godot best practices.
  • "Add a platformer player controller with coyote time and jump buffering" — Loads player-controller and input-handling skills, providing complete CharacterBody2D code with physics-correct movement in both GDScript and C#.
  • "Design an enemy AI system with patrol, chase, and attack" — Uses the godot-game-architect agent to plan the system with ai-navigation, state-machine, and animation-system skills, then the godot-game-dev agent to implement it.
  • "Set up a 3D scene with lighting, materials, and fog" — Loads 3d-essentials skill with StandardMaterial3D PBR workflow, DirectionalLight3D shadow configuration, environment setup, and volumetric fog.
  • "Add particle effects for explosions and fire" — Loads particles-vfx skill with GPUParticles2D/3D recipes, ParticleProcessMaterial configuration, color ramps, and one-shot burst patterns.
  • "Review my code for Godot best practices" — Uses the godot-code-reviewer agent with the godot-code-review skill to check node architecture, signal patterns, performance, input handling, and resource management.

Agents

GodotPrompter includes 9 specialized agents:

AgentPurpose
godot-game-architectDesigns systems, plans scene trees, chooses patterns
godot-game-devImplements features guided by skills
godot-code-reviewerReviews code against Godot best practices
godot-shader-authorAuthors custom shaders, post-processing, Compositor effects
godot-performance-profilerDiagnoses performance issues from profiler data
godot-animatorDesigns animation graphs, blend trees, IKModifier3D, BoneConstraint3D, retargeting
godot-csharp-engineerC#-first development; parity mode for closing this repo's C# debt
godot-ui-designerBuilds Control-tree UI — themes, responsive layouts, localization-aware
godot-tools-engineerEditor plugins, custom inspectors, gizmos, @tool scripts, plugin distribution

Supported Platforms

PlatformStatusInstall
Claude CodePrimaryclaude plugins marketplace add jame581/skillsmith
Grok BuildSupportedgrok plugin install jame581/GodotPrompter --trust
Antigravity CLI (agy)Supportedagy plugin install https://github.com/jame581/GodotPrompter
GitHub Copilot CLISupportedcopilot plugin marketplace add jame581/skillsmith
CursorSupported/add-plugin godot-prompter or clone with .cursor-plugin/
CodexSupportedClone + symlink (see .codex/INSTALL.md)
OpenCodeSupportedAdd to opencode.json (see .opencode/INSTALL.md)
AntigravitySupportedInstall via the Antigravity plugin marketplace

Legacy marketplace: The godot-prompter-marketplace repo remains online so existing installs keep receiving updates, but new users should install from skillsmith.

Available Skills

Core / Process (7 skills)

SkillDescription
using-godot-prompterBootstrap — skill catalog, workflow guide, platform setup
godot-project-setupScaffold directory structure, autoloads, .gitignore, input maps
godot-brainstormingScene tree planning, node selection, architectural decisions
godot-code-reviewReview checklist — best practices, anti-patterns, Godot pitfalls
godot-debuggingRemote debugger, print techniques, signal tracing, error patterns
godot-testingTDD with GUT and gdUnit4 — test structure, mocking, CI
godot-mentorTeaching mode — concept, editor setup, annotated code, verification, one next step

Architecture & Patterns (6 skills)

SkillDescription
scene-organizationScene tree composition, when to split scenes, node hierarchy
state-machineEnum-based, node-based, resource-based FSM with trade-offs
event-busGlobal EventBus autoload with typed signals, decoupled communication
component-systemHitbox/Hurtbox/Health components, composition over inheritance
resource-patternCustom Resources for items, stats, config, editor integration
dependency-injectionAutoloads, service locators, @export injection, scene injection

Physics, 2D/3D & XR (4 skills)

SkillDescription
physics-systemRigidBody, Area, raycasting, collision shapes, Jolt, ragdolls, interpolation
2d-essentialsTileMaps, parallax, 2D lights/shadows, particles, custom drawing, canvas layers
3d-essentialsMaterials, lighting, shadows, environment, GI, fog, LOD, occlusion, decals
xr-developmentOpenXR, XROrigin3D, hand tracking, controllers, passthrough, Meta Quest

Gameplay Systems (13 skills)

SkillDescription
player-controllerCharacterBody2D/3D movement — top-down, platformer, first-person
input-handlingInputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding
animation-systemAnimationPlayer, AnimationTree, blend trees, state machines, sprite animation
tween-animationTween class, easing, chaining, parallel sequences, common motion recipes
audio-systemAudio buses, music management, SFX pooling, spatial audio, interactive music
inventory-systemResource-based items, slot management, stacking, UI binding
dialogue-systemBranching dialogue trees, conditions, UI presentation
save-loadConfigFile, JSON, Resource serialization, version migration
ai-navigationNavigationAgent2D/3D, steering behaviors, patrol patterns, async baking
ability-systemResource-based abilities, cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, HUD binding
camera-systemSmooth follow, screen shake, camera zones, transitions
localizationTranslationServer, CSV/PO files, locale switching, RTL support, pluralization
procedural-generationNoise, BSP dungeons, cellular automata, WFC, seeded randomness

UI/UX (3 skills)

SkillDescription
godot-uiControl nodes, themes, anchors, containers, layout patterns
responsive-uiMulti-resolution scaling, aspect ratios, DPI, mobile adaptation
hud-systemHealth bars, score displays, minimap, damage numbers, notifications

Multiplayer (3 skills)

SkillDescription
multiplayer-basicsMultiplayerAPI, ENet/WebSocket, RPCs, authority model
multiplayer-syncMultiplayerSynchronizer, interpolation, prediction, lag compensation
dedicated-serverHeadless export, server architecture, lobby management

Rendering & Visual (2 skills)

SkillDescription
shader-basicsGodot shader language, visual shaders, common recipes, post-processing
particles-vfxGPUParticles2D/3D, process materials, subemitters, trails, attractors, collision

Build & Deploy (5 skills)

SkillDescription
export-pipelinePlatform exports, CI/CD with GitHub Actions, itch.io/Steam deploy
godot-optimizationProfiler, draw calls, physics tuning, object pooling, bottlenecks
addon-developmentEditorPlugin, @tool scripts, custom inspectors, dock panels
assets-pipelineImage compression, 3D scene import, audio formats, resource management
mobile-developmentAndroid/iOS export, signing, lifecycle, permissions, plugins, IAP, device features

Scripting (4 skills)

SkillDescription
gdscript-patternsStatic typing, await/coroutines, lambdas, match, exports, common idioms
gdscript-advancedPerformance idioms, metaprogramming, @tool lifecycle, profiler-driven depth
csharp-godotC# conventions, GodotSharp API, project setup, GDScript interop
csharp-signals[Signal] delegates, EmitSignal, async awaiting, event architecture

Native & Performance (2 skills)

SkillDescription
gdextensiongodot-cpp (C++) / gdext (Rust) native extensions, class binding, building, interop
multithreadingWorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, threaded resource loading

Math & Data (1 skill)

SkillDescription
math-essentialsVectors, transforms, interpolation, curves, paths, RNG, game math recipes

Third-Party Addons (5 skills)

These skills cover community addons with pinned versions — LimboAI v1.8.0, Beehave v2.9.2, Popochiu v2.1.1, Dialogue Manager v3.10.4, and Phantom Camera v0.11.0.2. They require the corresponding addon to be installed in your project.

SkillDescription
limboaiLimboAI addon — behavior trees + hierarchical state machines, visual editor, blackboard, BTTask subclassing (Godot 4.6+, C++ GDExtension)
beehaveBeehave addon — pure-GDScript behavior trees, composites/decorators/leaves, blackboard, visual runtime debugger (GDScript-only)
popochiuPopochiu addon — point-and-click adventure framework: rooms, characters, inventory, dialogs, command GUI (Godot 4.6, GDScript-only)
dialogue-managerDialogue Manager addon — .dialogue syntax, runtime balloons, conditions/mutations (Godot 4.6, GDScript + C#)
phantom-cameraPhantom Camera addon — priority-based camera switching, follow/look-at modes, tweened transitions (Godot 4.4+, GDScript + C#, pre-1.0)

Validation

Quality is enforced by an automated validator that runs on every release tag. Human-readable run:

node scripts/validate-skills.mjs           # exit 1 on errors, 0 otherwise
node scripts/validate-skills.mjs --json    # machine-readable for CI

The validator (scripts/validate-skills.mjs) checks every skills/*/SKILL.md and agents/*.md against these rules:

RuleWhat it checksSeverity
frontmatter-{missing,name-missing,description-missing,name-mismatch}YAML frontmatter is present and name matches foldererror
cross-ref-brokenEvery skill referenced on the **Related skills:** line and inline see <skill> skill mentions resolves to an existing skill foldererror
agent-skill-path-brokenEvery skills/<name>/SKILL.md path inside an agent definition existserror
related-skills-line-missingSkill has a **Related skills:** line between H1 and first sectionwarning
csharp-parity-missing / csharp-parity-acceptedEvery section with a GDScript code block also has a C# block (skills allowlisted as GDScript-only-by-design emit accepted instead of missing)warning
checklist-missingImplementation checklist (- [ ] items) present near end of filewarning
token-budget-exceededSKILL.md < 16 KB (references under skills/<name>/references/ are unrestricted)error
token-budget-approachingSKILL.md ≥ 15.5 KB and < 16 KB — advisory heads-up before the hard budgetwarning
orphan-referenceEvery references/*.md file is linked from its parent SKILL.mdwarning
card-marker-{missing,malformed,duplicate}The hook-injected card regions (SESSION-CARD in using-godot-prompter, MENTOR-CARD in godot-mentor) have both markers, in order, appearing exactly once — the hook extracts the first region, so a duplicate pair would silently become the injected payloaderror
card-emptyThe card region is non-empty — otherwise the hook would inject nothing while CI stayed greenerror
card-oversizedThe card region is ≤ 3 KB — it is injected on every session start and every compactionerror
card-skill-missingEvery skill named in CARD_SPECS exists, so deleting one fails CI instead of silently skipping its checkerror

Hook behaviour is covered separately by npm run test:hooks (22 cases), which also runs on release tags.

Token cost reporting:

node scripts/count-tokens.mjs --tokenizer --markdown

Produces a per-skill / per-agent table (bytes, KB, estimated tokens, Claude / GPT tokenizer counts, status) that lives between <!-- BEGIN-TOKEN-TABLE --> markers in docs/token-budget.md.

CI gate: .github/workflows/release.yml runs both node scripts/validate-skills.mjs and a tag-vs-manifest version-consistency check on every v*.*.* push. The release is blocked if the validator returns errors or any of package.json / .claude-plugin/plugin.json / .claude-plugin/marketplace.json / .cursor-plugin/plugin.json / plugin.json drifts from the tag.

Current baseline (v1.12.0): 0 errors, 16 warnings (all csharp-parity-accepted for intentionally GDScript-only skills; 0 token-budget). Every SKILL.md is under the 16 KB budget — since v1.12.0 that is a validator error, not a warning, so an over-budget skill fails the release.

A manual agent-integration test plan covering full workflows (skill discovery, cross-reference navigation, end-to-end feature implementation) lives in tests/agent-integration/TEST_PLAN.md for spot-checks against new agent versions or platforms.

Contributing

See CONTRIBUTING.md for how to add new skills, conventions, and testing requirements.

Acknowledgements

The SessionStart hook's polyglot Windows wrapper, JSON escaper, and platform output branching are adapted from Superpowers by Jesse Vincent (MIT).

License

MIT

Author

Do you like this project and want to support me? Great! I really appreciate it and it makes me very happy if you Buy Me A Coffee.

Rendered live from jame581/GodotPrompter's GitHub README — not stored, always reflects the source repo.

1 Plugin

NameDescriptionCategorySource
godot-prompterAgentic skills framework for Godot 4.x game development — 55 domain-specific skills for GDScript and C#./

0 Comments

Login required
Log in to post a comment or update on this repo.

No comments yet — be the first to share an update.