releasing-godot-prompt…
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must…
Use when writing or editing a SKILL.md or an agent definition in this repo — required frontmatter, section ordering, and the GDScript-then-C# example convention.
$ npx -y skills add jame581/GodotPrompter --skill authoring-godot-prompter-skills --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/authoring-godot-prompter-skillsContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when writing or editing a SKILL.md or an agent definition in this repo — required frontmatter, section ordering, and the GDScript-then-C# example convention.
name: authoring-godot-prompter-skills description: Use when writing or editing a SKILL.md or an agent definition in this repo — required frontmatter, section ordering, and the GDScript-then-C# example convention.
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
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 marketplace manifests that must…
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in…
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot…
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
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