releasing-godot-prompt…
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the…
Use when writing or editing a SKILL.md, a skill's references/*.md, or an agent definition in this repo — required frontmatter, section ordering, the GDScript-then-C# example convention, and C# parity exemptions.
Claude Code
$ npx -y skills add jame581/GodotPrompter --skill authoring-godot-prompter-skills --agent claude-code
Codex
$ npx skills add jame581/GodotPrompter --skill authoring-godot-prompter-skills -a codex -y
Cursor
$ npx skills add jame581/GodotPrompter --skill authoring-godot-prompter-skills -a cursor -y
Gemini CLI
$ npx skills add jame581/GodotPrompter --skill authoring-godot-prompter-skills -a gemini-cli -y
GitHub Copilot
$ npx skills add jame581/GodotPrompter --skill authoring-godot-prompter-skills -a github-copilot -y
OpenCode
$ npx skills add jame581/GodotPrompter --skill authoring-godot-prompter-skills -a opencode -y
Windsurf
$ npx skills add jame581/GodotPrompter --skill authoring-godot-prompter-skills -a windsurf -y
name: authoring-godot-prompter-skills description: Use when writing or editing a SKILL.md, a skill's references/*.md, or an agent definition in this repo — required frontmatter, section ordering, the GDScript-then-C# example convention, and C# parity exemptions.
File format templates for this repo. See the root `CLAUDE.md` for the conventions and size budget that govern the content itself.
Every skill must start with YAML frontmatter:
--- name: skill-name description: Use when [trigger] — [brief scope] ---
Followed by: 1. Title and intro 2. Related skills line: `> **Related skills:** **skill-a** for X, **skill-b** for Y.` 3. Numbered sections with patterns and examples 4. GDScript first, then C# equivalent (use `gdscript` and `csharp` language tags) 5. Implementation checklist at the end
The validator also checks C# parity inside `references/*.md` (`csharp-parity-*-reference`), so Pattern X moves stay enforced. Files that section **by language** (`## C#`, `## Dash (C#)`, `### … — C#`) are checked file-level instead of per-section; a heading that merely mentions C# in prose is not a partition.
When a section genuinely cannot have a C# counterpart, mark that section — never the whole skill:
<!-- csharp-parity: n/a — C# is statically typed; there is no untyped alternative to contrast -->
It works in both `SKILL.md` and `references/*.md`. The reason is **mandatory**; omitting it is an error (checked on every marker, not only on sections missing C#), because an exemption that cannot say why is indistinguishable from an example nobody wrote. A reason may contain `<` and `>`, and a marker inside a fenced block is ignored, so a file can document the marker without exempting itself.
Do **not** reach for the two blunter tools instead: adding the skill to `GDSCRIPT_ONLY_BY_DESIGN` exempts every section in it, and renaming a heading to `"… (GDScript)"` trips the language-partition check and silently downgrades the *entire file* to a file-level check. Both hide real gaps in neighbouring sections.
A fenced ```gdscript block containing only comments is not a code example — it is prose in a fence, and it will be flagged as an unpaired GDScript block. Write it as prose or a bullet list.
Agent definitions in `agents/<name>.md` use YAML frontmatter:
--- name: agent-name description: | When to use, with <example> blocks. model: inherit ---
Run `node scripts/validate-skills.mjs` — it enforces frontmatter, cross-references, and the 16 KB size budget.
Agentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the…
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D,…
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion…
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay…
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.