
48 results

Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+

Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks

Use when building reusable node components — composition patterns, component communication, and interface design

Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+

Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes

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+

Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+

Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls

Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration

Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels

Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns

Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D

Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns

Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions

Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture

Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore

Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model

Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture

Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration

Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns

Use this agent when the user wants their Godot GDScript or C# code reviewed for best practices, anti-patterns, performance issues, or Godot-specific pitfalls. Also use when completing a major feature and wanting a quality check. Examples: <example>Context: User wants a code review. user: "Review my player controller for Godot best practices" assistant: "I'll use the godot-code-reviewer agent to review the code." <commentary>Code review request — use the reviewer agent with godot-code-review skill.</commentary></example> <example>Context: User finished implementing a feature. user: "I just finished the inventory system, can you check it?" assistant: "Let me use the godot-code-reviewer agent to review the implementation." <commentary>Feature completion review — use the reviewer to check against skill patterns.</commentary></example>

Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding

Use when building dedicated servers — headless export, server architecture, lobby management, and deployment

Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop

Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns

Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: <example>Context: User needs to implement enemy AI. user: "I need to create a behavior tree for my enemy AI that patrols, chases the player, and attacks" assistant: "I'll use the godot-game-dev agent to implement the enemy AI." <commentary>The user needs concrete implementation — use the game dev agent to write code guided by ai-navigation and state-machine skills.</commentary></example> <example>Context: User has a physics bug. user: "My CharacterBody2D keeps sliding off moving platforms" assistant: "Let me use the godot-game-dev agent to diagnose and fix the platform physics issue." <commentary>Implementation-level debugging of Godot physics — use game dev agent with player-controller and godot-debugging skills.</commentary></example> <example>Context: User needs a save system. user: "I need to implement save/load for my game" assistant: "I'll use the godot-game-dev agent to implement the save/load system." <commentary>Concrete implementation task — use game dev agent with save-load skill.</commentary></example>

Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation

Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C#

Use this agent when the user needs help with Godot 4.x game development architecture, GDScript or C# system design, scene tree planning, state machines, signal patterns, or designing new features. This includes planning new features, designing game systems, refactoring existing code, debugging architectural issues, or creating implementation plans. Examples: <example>Context: User needs to design an enemy AI system. user: "I need to design an enemy AI system with patrol, chase, and attack behaviors" assistant: "Let me use the godot-game-architect agent to design the enemy AI system." <commentary>The user needs architectural guidance for a game system — use the architect agent to plan the approach using ai-navigation and state-machine skills.</commentary></example> <example>Context: User wants to structure signal communication. user: "How should I structure the signal communication between my player, inventory, and UI systems?" assistant: "I'll use the godot-game-architect agent to design the signal architecture." <commentary>Cross-system communication design requires architectural thinking — use the architect agent with event-bus and component-system skills.</commentary></example> <example>Context: User wants to add a combo system. user: "I want to add a combo system to my 2D action game's combat" assistant: "Let me bring in the godot-game-architect agent to plan the combo system." <commentary>Designing a new gameplay system requires planning before implementation.</commentary></example>

Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes

Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms

Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes

Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing

Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals

Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+