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 movementgodot-prompter:player-controller
State machine / FSMgodot-prompter:state-machine
Signals / EventBusgodot-prompter:event-bus
Scene tree structuregodot-prompter:scene-organization
UI / HUDgodot-prompter:godot-ui, godot-prompter:hud-system
Inventorygodot-prompter:inventory-system
Save/Loadgodot-prompter:save-load
Enemy AI / navigationgodot-prompter:ai-navigation
Cameragodot-prompter:camera-system
Audiogodot-prompter:audio-system
Weapons / combatgodot-prompter:component-system
Resources / datagodot-prompter:resource-pattern
Input handlinggodot-prompter:input-handling
Animationgodot-prompter:animation-system
Testinggodot-prompter:godot-testing
Project scaffoldinggodot-prompter:godot-project-setup
Shaders / VFXgodot-prompter:shader-basics, godot-prompter:particles-vfx
Physicsgodot-prompter:physics-system
Multiplayergodot-prompter:multiplayer-basics
Export / deploygodot-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-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

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 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

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
  • 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

Scripting

  • gdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idioms
  • csharp-godot — C# conventions, GodotSharp API
  • csharp-signals — C# signal patterns

Math & Data

  • math-essentials — Vectors, transforms, interpolation, curves, paths, RNG