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Get Started Free →Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
.claude/skills/jame581-using-godot-prompter/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 124% | 0% |
| case-02 | ✗→✓ | ▲ Improved | 55% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 104% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 93% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 70% | 0% |
> Related skills: godot-project-setup for scaffolding a new project, godot-brainstorming for design exploration, godot-code-review for reviewing finished code, godot-debugging for diagnosing runtime issues.
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#.
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: Deprecated (succeeded by Antigravity CLI).
In Cursor: Skills are loaded via custom instructions / rules system.
In Codex: Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see references/codex-tools.md for tool mapping.
In OpenCode: Skills are discovered from the installed plugin. Use the /skills command to browse or invoke skills directly. See .opencode/INSTALL.md for setup.
In Antigravity (2.0, IDE, CLI): Skills activate automatically when your prompt matches a skill's description frontmatter — no tool call needed. Install the plugin using:
bashagy plugin install https://github.com/jame581/GodotPrompter
For manual, workspace, or cross-project installations:
Workspace (project-scoped) — recommended for active development:
bash# Linux / macOS — from your Godot project root: mkdir -p .agents ln -s /path/to/GodotPrompter/skills .agents/skills # Windows (PowerShell, Developer Mode or run as admin): New-Item -ItemType Directory -Force .agents | Out-Null # junction won't create the parent New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills
> Legacy path note: .agent/skills/ (singular) was the early CLI convention; .agents/skills/ (plural) is the current standard for all Antigravity products.
Global (cross-project):
bash# Official path (Google Codelabs): ~/.gemini/config/skills/ # Symlink individual skill folders so each is a direct child (recommended): mkdir -p ~/.gemini/config/skills/ ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/
> ~/.gemini/skills/ is a community-verified alias but not the path the official Codelabs docs name. Prefer ~/.gemini/config/skills/ for new installs.
> Nesting caveat: Prefer ln -s skills/* over cloning the repo directly into the skills dir, so each skill is an immediate child (<skills-dir>/<skill-name>/SKILL.md). Confirm nested discovery works before relying on the clone approach.
See references/antigravity-tools.md for the full tool mapping and SKILL.md frontmatter details.
<!-- SESSION-CARD-START --> GodotPrompter is active in this Godot project.
Workflow plugins decide how you work; GodotPrompter decides what you build. Both apply.
RULE: before implementing any Godot system, invoke the matching godot-prompter:* skill. Applies to subagents writing Godot code too.
| Building… | Start with | |---|---| | Movement, input, cameras | player-controller, input-handling, camera-system | | Architecture | state-machine, event-bus, scene-organization, component-system, resource-pattern, dependency-injection | | Gameplay systems | inventory-system, dialogue-system, ability-system, save-load | | Enemy AI | ai-navigation | | UI, HUD, i18n | godot-ui, hud-system, responsive-ui, localization | | Animation, tweens, audio | animation-system, tween-animation, audio-system | | Physics, 2D, 3D | physics-system, 2d-essentials, 3d-essentials | | Shaders, VFX, procgen, math | shader-basics, particles-vfx, procedural-generation, math-essentials | | Multiplayer | multiplayer-basics, multiplayer-sync, dedicated-server | | Mobile, XR, native, threads | mobile-development, xr-development, gdextension, multithreading | | Editor tools, assets | addon-development, assets-pipeline | | GDScript / C# idioms | gdscript-patterns, gdscript-advanced, csharp-godot, csharp-signals | | Test, debug, profile, review | godot-testing, godot-debugging, godot-optimization, godot-code-review | | Setup, design, export | godot-project-setup, godot-brainstorming, export-pipeline | | Teaching while building | godot-mentor | | Addons (if installed) | limboai, beehave, popochiu, dialogue-manager, phantom-camera |
Full index: invoke godot-prompter:using-godot-prompter.
Red flags — you are rationalizing:
| Thought | Reality | |---|---| | "I know how CharacterBody2D works" | Knowing the class ≠ knowing the pattern. Invoke. | | "It's a two-line script" | Two-line scripts still pick node types. Invoke. | | "The plan says what to build" | The plan says what. The skill says how. Invoke. | | "I loaded a Godot skill already" | Different system, different skill. | | "The user wants a quick fix" | Quick fixes set architecture. Invoke. | <!-- SESSION-CARD-END -->
GodotPrompter handles the full development workflow. No other plugins required.
Load godot-prompter:godot-brainstorming — it guides you through:
For each task in the plan, load the relevant domain skill:
godot-prompter:player-controller and godot-prompter:state-machinegodot-prompter:inventory-systemgodot-prompter:save-loadEach skill provides complete code examples, Godot best practices, and a checklist.
Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.
@tool scripts, plugin distributionImplementation plans and design docs are saved to docs/godot-prompter/plans/ and docs/godot-prompter/specs/ in the user's project.
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:
references/copilot-tools.md — GitHub Copilot CLIreferences/codex-tools.md — Codexreferences/cursor-tools.md — Cursorreferences/gemini-tools.md — Legacy Gemini CLI (deprecated)references/antigravity-tools.md — Antigravity (2.0 desktop, IDE, CLI)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 gdUnit4godot-mentor — Teaching mode: concept, editor setup, annotated code, verification, one next stepscene-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 locatorsplayer-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 patternsability-system — Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tagsdialogue-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 randomnessgodot-ui — Control nodes, themes, containersresponsive-ui — Multi-resolution scalinghud-system — In-game HUD patternsmultiplayer-basics — MultiplayerAPI, RPCs, authoritymultiplayer-sync — Synchronization, interpolationdedicated-server — Headless export, server architecturephysics-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 Questshader-basics — Godot shader language, visual shaders, common recipes, post-processingparticles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractorsexport-pipeline — Platform exports, CI/CDgodot-optimization — Profiler, performance patternsaddon-development — EditorPlugin, tool scriptsassets-pipeline — Image compression, 3D scene import, audio formats, resource managementmobile-development — Android/iOS export and signing, permissions, plugins, IAP, ads, lifecyclemultithreading — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, threaded loadinggdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idiomsgdscript-advanced — Performance idioms, metaprogramming, @tool lifecycle, async pitfallsgdextension — Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interopcsharp-godot — C# conventions, GodotSharp APIcsharp-signals — C# signal patternsmath-essentials — Vectors, transforms, interpolation, curves, paths, RNGlimboai — LimboAI behavior trees + hierarchical state machinesbeehave — Beehave GDScript behavior treespopochiu — Popochiu point-and-click adventure frameworkdialogue-manager — Dialogue Manager branching dialoguephantom-camera — Phantom Camera dynamic camerasSkill tool (or platform equivalent) before implementationgodot-prompter:godot-code-review to validate against Godot best practices| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | fail→pass | 12,817 | 10,625 | -17% | 1 | 1 | 0% | 2,363 | 5,301 | +124% | 0 | 0 | — |
case-02 | fail→pass | 27,279 | 17,848 | -35% | 1 | 1 | 0% | 4,136 | 6,412 | +55% | 0 | 0 | — |
case-03 | fail→pass | 16,227 | 11,637 | -28% | 1 | 1 | 0% | 2,566 | 5,224 | +104% | 0 | 0 | — |
case-20 | pass→pass | 17,830 | 20,420 | +15% | 1 | 1 | 0% | 2,481 | 6,165 | +148% | 0 | 0 | — |
case-04 | fail→pass | 14,908 | 6,082 | -59% | 1 | 1 | 0% | 2,222 | 4,279 | +93% | 0 | 0 | — |
case-05 | fail→pass | 17,415 | 7,143 | -59% | 1 | 1 | 0% | 2,674 | 4,538 | +70% | 0 | 0 | — |
case-06 | fail→pass | 5,800 | 4,635 | -20% | 1 | 1 | 0% | 905 | 4,070 | +350% | 0 | 0 | — |
case-07 | pass→pass | 16,090 | 3,568 | -78% | 1 | 1 | 0% | 2,239 | 3,783 | +69% | 0 | 0 | — |
case-08 | fail→fail | 6,494 | 5,008 | -23% | 1 | 1 | 0% | 952 | 4,060 | +326% | 0 | 0 | — |
case-09 | fail→pass | 8,162 | 4,364 | -47% | 1 | 1 | 0% | 1,324 | 4,027 | +204% | 0 | 0 | — |
case-10 | fail→pass | 11,051 | 3,227 | -71% | 1 | 1 | 0% | 1,684 | 3,845 | +128% | 0 | 0 | — |
case-11 | pass→pass | 15,613 | 4,921 | -68% | 1 | 1 | 0% | 2,260 | 4,096 | +81% | 0 | 0 | — |
case-12 | fail→pass | 14,260 | 4,365 | -69% | 1 | 1 | 0% | 2,194 | 3,998 | +82% | 0 | 0 | — |
case-13 | fail→pass | 13,660 | 3,896 | -71% | 1 | 1 | 0% | 1,969 | 3,950 | +101% | 0 | 0 | — |
case-14 | fail→pass | 12,628 | 3,558 | -72% | 1 | 1 | 0% | 1,792 | 3,875 | +116% | 0 | 0 | — |
case-15 | pass→pass | 7,763 | 3,465 | -55% | 1 | 1 | 0% | 1,145 | 3,880 | +239% | 0 | 0 | — |
case-16 | pass→pass | 11,302 | 4,775 | -58% | 1 | 1 | 0% | 1,606 | 4,039 | +151% | 0 | 0 | — |
case-17 | pass→pass | 15,354 | 4,563 | -70% | 1 | 1 | 0% | 2,488 | 4,006 | +61% | 0 | 0 | — |
case-18 | pass→pass | 7,883 | 3,709 | -53% | 1 | 1 | 0% | 1,195 | 3,812 | +219% | 0 | 0 | — |
case-19 | fail→pass | 16,298 | 4,018 | -75% | 1 | 1 | 0% | 2,532 | 3,884 | +53% | 0 | 0 | — |
case-21 | fail→pass | 31,475 | 10,470 | -67% | 1 | 1 | 0% | 1,573 | 4,918 | +213% | 0 | 0 | — |
case-22 | pass→pass | 18,430 | 14,324 | -22% | 1 | 1 | 0% | 3,337 | 5,995 | +80% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted, and 21 counted toward the lift figure. The other 1 produced results that are not comparable between the two arms, so they are excluded from the headline rather than averaged into it. The headline lift of +59 percentage points is the difference between those two pass rates over the 21 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.