using-godot-prompter
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
Using GodotPrompter
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: Use the activate_skill tool. See references/gemini-tools.md for tool mapping.
In Cursor: Skills are loaded via custom instructions / rules system.
Coexistence with Other Plugins (e.g., Superpowers)
When another plugin (like Superpowers) is handling workflow (brainstorming, planning, execution), GodotPrompter skills STILL APPLY during implementation. They are not replaced — they are domain-specific guidance that workflow plugins cannot provide.
RULE: Before implementing ANY Godot system, you MUST check for a matching godot-prompter skill and invoke it.
This is not optional. Workflow plugins handle HOW you work. GodotPrompter handles WHAT you build. Both are needed.
| Implementing... | MUST invoke skill |
|---|---|
| Player movement | godot-prompter:player-controller |
| State machine / FSM | godot-prompter:state-machine |
| Signals / EventBus | godot-prompter:event-bus |
| Scene tree structure | godot-prompter:scene-organization |
| UI / HUD | godot-prompter:godot-ui, godot-prompter:hud-system |
| Inventory | godot-prompter:inventory-system |
| Save/Load | godot-prompter:save-load |
| Enemy AI / navigation | godot-prompter:ai-navigation |
| Camera | godot-prompter:camera-system |
| Audio | godot-prompter:audio-system |
| Weapons / combat | godot-prompter:component-system |
| Resources / data | godot-prompter:resource-pattern |
| Input handling | godot-prompter:input-handling |
| Animation | godot-prompter:animation-system |
| Testing | godot-prompter:godot-testing |
| Project scaffolding | godot-prompter:godot-project-setup |
| Shaders / VFX | godot-prompter:shader-basics, godot-prompter:particles-vfx |
| Physics | godot-prompter:physics-system |
| Multiplayer | godot-prompter:multiplayer-basics |
| Export / deploy | godot-prompter:export-pipeline |
For subagents: If you are a subagent executing a plan task in a Godot project, check this table before writing code. The skill provides Godot-specific patterns, node types, and checklists you cannot derive from general knowledge.
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-controllerandgodot-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
GodotPrompter provides 3 specialized agents (use via the Agent tool):
- 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
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.
Available Skill Categories
Core / Process
using-godot-prompter— This skill (bootstrap)godot-project-setup— Scaffold new projectsgodot-brainstorming— Godot-specific design explorationgodot-code-review— GDScript/C# review against Godot best practicesgodot-debugging— Godot-specific debugging techniquesgodot-testing— TDD with GUT and gdUnit4
Architecture & Patterns
scene-organization— Scene tree structure, composition patternsstate-machine— FSM patterns (node-based, resource-based, enum-based)event-bus— Signal-based decoupling, autoload event systemscomponent-system— Composition over inheritanceresource-pattern— Custom Resources as data containersdependency-injection— Autoloads, service locators
Gameplay Systems
player-controller— CharacterBody2D/3D movement, input handlinginput-handling— InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebindinganimation-system— AnimationPlayer, AnimationTree, blend trees, state machinestween-animation— Tween class, easing, chaining, parallel sequences, motion recipesinventory-system— Resource-based inventory patternsdialogue-system— Dialogue trees and patternssave-load— Serialization strategiesai-navigation— NavigationAgent, behavior treescamera-system— Camera follow, shake, zonesaudio-system— Audio buses, music management, SFX pooling, spatial audiolocalization— i18n/l10n, TranslationServer, CSV/PO, locale switching, RTLprocedural-generation— Noise, BSP dungeons, cellular automata, WFC, seeded randomness
UI/UX
godot-ui— Control nodes, themes, containersresponsive-ui— Multi-resolution scalinghud-system— In-game HUD patterns
Multiplayer
multiplayer-basics— MultiplayerAPI, RPCs, authoritymultiplayer-sync— Synchronization, interpolationdedicated-server— Headless export, server architecture
Physics & 2D/3D
physics-system— RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls2d-essentials— TileMaps, parallax, 2D lights/shadows, particles, canvas layers3d-essentials— Materials, lighting, shadows, environment, GI, fog, LOD, decalsxr-development— OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest
Rendering & Visual
shader-basics— Godot shader language, visual shaders, common recipes, post-processingparticles-vfx— GPUParticles2D/3D, process materials, subemitters, trails, attractors
Build & Deploy
export-pipeline— Platform exports, CI/CDgodot-optimization— Profiler, performance patternsaddon-development— EditorPlugin, tool scriptsassets-pipeline— Image compression, 3D scene import, audio formats, resource management
Scripting
gdscript-patterns— Static typing, await/coroutines, lambdas, match, exports, idiomscsharp-godot— C# conventions, GodotSharp APIcsharp-signals— C# signal patterns
Math & Data
math-essentials— Vectors, transforms, interpolation, curves, paths, RNG