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Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Passed 21 of 23 test cases with the skill, and 19 of 23 without it.
and 1 more in the full report
2 fixed19 passed either way2 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 2 test cases the skill fixed. Same model, same prompt, with and without the skill.
When setting up project documentation files like `CLAUDE.md` or `AGENTS.md` for AI agent tools in a Godot project, what specific section and skill reference rule should be included?
| Checked | Without skill | With skill |
|---|---|---|
| The documentation file includes a GodotPrompter section referencing godot-prompter skills. | Missed | Passed |
The instructions your model reads when the skill loads.
This skill scaffolds a new Godot 4.3+ project with recommended directory structure, project settings, autoloads, and version control configuration.
Related skills: scene-organization for structuring scene trees, event-bus for the EventBus autoload pattern, save-load for the SaveManager autoload pattern.
The split layout separates assets, scenes, and scripts into distinct top-level directories. This scales well for medium-to-large projects and makes it easy to find resources by type.
res://
├── assets/
│ ├── audio/
│ │ ├── music/
│ │ └── sfx/
│ ├── fonts/
│ ├── shaders/
│ ├── sprites/
│ │ ├── characters/
│ │ ├── environment/
│ │ └── ui/
│ └── textures/
├── scenes/
│ ├── autoloads/
│ ├── characters/
│ ├── environment/
│ ├── levels/
│ ├── screens/
│ └── ui/
├── scripts/
│ ├── autoloads/
│ ├── characters/
│ ├── components/
│ ├── resources/
│ └── ui/
├── resources/
│ ├── items/
│ ├── levels/
│ └── themes/
test cases passed, vs 19 / 23 without
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