ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-3d-essentials --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/godot-3d-essentialsContext preview
The summary Claude sees to decide when to auto-load this skill.
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing
name: godot-3d-essentials description: > Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
Assemble a working 3D scene: transforms, camera, lights, environment/post, materials, and `GridMap` blockouts. Targets **Godot 4.7**.
up a `WorldEnvironment` (sky, ambient, tonemap, glow/SSAO), assigning materials, or building levels with `GridMap`.
**When *not* to use:** writing spatial shaders → `godot-shaders`; 3D physics bodies and raycasts → `godot-physics`; character animation blending → `godot-animation`; full FPS template → the `fps-shooter` genre skill.
1. **Everything 3D is a `Node3D`** with a `Transform3D` (position, rotation basis, scale). Move with `global_position`, rotate with `rotate_y(angle)` or `look_at(target)`. 2. **Add a `Camera3D`.** Mark it `current` (or call `make_current()`); set `fov`, `near`, `far`. Parent it to a rig/pivot for orbit or follow cameras. 3. **Light the scene.** A `DirectionalLight3D` is the sun; `OmniLight3D`/`SpotLight3D` are local. Enable shadows per light. Without lights and ambient, surfaces render black. 4. **Add a `WorldEnvironment`** with an `Environment` resource: background (sky/color), ambient light, tonemap, and post (glow, SSAO, fog, adjustments). 5. **Give meshes materials** (`StandardMaterial3D` or a `ShaderMaterial`) on `MeshInstance3D`. 6. **Block out levels with `GridMap`**, which places `MeshLibrary` items on a 3D grid (the 3D analog of a tilemap).
extends Camera3D
@export var target: Node3D
@export var offset := Vector3(0, 4, 8)
@export var smooth := 6.0
func _physics_process(delta: float) -> void:
if target == null:
return
var desired := target.global_position + offset
global_position = global_position.lerp(desired, smooth * delta) # smooth follow
look_at(target.global_position, Vector3.UP) # face the targetfunc _ready() -> void:
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-45, -30, 0)
sun.shadow_enabled = true
add_child(sun)
var we := WorldEnvironment.new()
var env := Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = Sky.new()
env.sky.sky_material = ProceduralSkyMaterial.new()
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
env.glow_enabled = true
we.environment = env
add_child(we)func tint_mesh(mesh: MeshInstance3D, color: Color) -> void:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.metallic = 0.0
mat.roughness = 0.6
mat.emission_enabled = true
mat.emission = color * 0.3
mesh.material_override = mat # overrides the mesh's surface materials@onready var grid: GridMap = $GridMap # cell_size + mesh_library set in the editor
func build_floor(width: int, depth: int, item_id: int) -> void:
for x in width:
for z in depth:
# set_cell_item(Vector3i cell, int item, orientation = 0)
grid.set_cell_item(Vector3i(x, 0, z), item_id)`WorldEnvironment` with ambient/sky. New scenes have neither by default.
`current = true` or `make_current()`; only one camera renders per viewport.
parent; `global_position`/`global_transform` are world space. Mixing them under a rotated parent gives surprising results. `look_at` uses global coordinates.
and lights; prefer scaling the mesh asset or using uniform scale.
node's position, or an `up` parallel to the look direction, produces NaNs/flips.
and assign it; `set_cell_item(cell, -1)` clears a cell.
bloom hard under filmic tonemapping.
Environment/post-processing options, `MeshLibrary` creation, and `ReflectionProbe`/ `LightmapGI` lighting, read `references/scene-and-environment.md`.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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