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Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Passed 22 of 22 test cases with the skill, and 12 of 22 without it.
and 10 more in the full report
10 fixed12 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 10 test cases the skill fixed. Same model, same prompt, with and without the skill.
After upgrading a Godot 4.6 project to 4.7, smooth metallic surfaces reflect the sky background with slightly different roughness mipmap distributions even though material roughness was untouched. Which project setting default changed in 4.7 for sky reflections, and what value restores the 4.6 look?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies rendering/reflections/sky_reflections/roughness_layers as the setting that changed from 7 to 8. | Missed | Passed |
The instructions your model reads when the skill loads.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: player-controller for CharacterBody3D movement, physics-system for 3D collision shapes and raycasting, camera-system for Camera3D follow and transitions, shader-basics for spatial shaders and post-processing, godot-optimization for 3D performance tuning, animation-system for AnimationTree and 3D animation blending.
Godot uses a right-handed coordinate system with metric units (1 unit = 1 meter):
| Axis | Direction | Color |
|---|---|---|
| X | Right | Red |
| Y | Up | Green |
| Z | Out of screen (+Z toward viewer) | Blue |
Cameras and lights point along -Z by default. When a character "faces forward," they look along -Z.
| Node | Purpose |
|---|---|
Node3D | Base transform node — position, rotation, scale |
MeshInstance3D | Displays a mesh with a material |
Camera3D | Required to render 3D — perspective or orthogonal |
DirectionalLight3D | Sun/moon — parallel rays, cheapest light |
OmniLight3D | Point light — emits in all directions |
SpotLight3D | Cone light — flashlights, spotlights |
WorldEnvironment | Sky, fog, tonemap, post-processing |
Decal | Projected texture onto surfaces |
GPUParticles3D | GPU-driven particle effects |
CSGBox3D etc. | Constructive Solid Geometry — prototyping |
GridMap | 3D tile-based level building |
Godot 4.7+:
GridMapexposes its internal octants for spatial queries (cell_octant_size,get_used_octants(),get_octants_in_bounds()and friends) so you can scope work to a region instead of walking every cell.CSGShape3Dgainsautosmooth/smoothing_anglefor automatic face smoothing. Full method table and semantics: references/godot-4.7-additions.md
test cases passed, vs 12 / 22 without
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