authoring-godot-prompt…
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…
Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
$ npx -y skills add jame581/GodotPrompter --skill godot-code-review --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/godot-code-reviewContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
name: godot-code-review description: Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
A structured review guide for Godot 4.3+ projects covering GDScript and C#. Work through each checklist section, then produce a review summary using the output template at the end.
> **Related skills:** **godot-testing** for TDD and test coverage, **scene-organization** for scene tree best practices, **godot-optimization** for performance review.
---
# BAD: tight coupling, breaks if the tree changes
func take_damage(amount: int) -> void:
get_parent().get_parent().get_node("HUD").update_health(health)// BAD: tight coupling, breaks if the tree changes
public void TakeDamage(int amount)
{
GetParent().GetParent().GetNode("HUD").Call("UpdateHealth", _health);
}# GOOD: parent/ancestor listens; child stays decoupled
signal health_changed(new_health: int)
func take_damage(amount: int) -> void:
health -= amount
health_changed.emit(health)// GOOD: parent/ancestor listens; child stays decoupled
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
public void TakeDamage(int amount)
{
_health -= amount;
EmitSignal(SignalName.HealthChanged, _health);
}---
var speed = 200
var health = 100
func move(direction):
position += direction * speed
func heal(amount):
health += amount
return health// BAD: no explicit types, weak contracts
float speed = 200;
int health = 100;
public void Move(object direction)
{
Position += (Vector2)direction * speed;
}
public object Heal(object amount)
{
health += (int)amount;
return health;
}class_name PlayerController
extends CharacterBody2D
signal health_changed(new_health: int)
signal player_died()
const MAX_HEALTH: int = 100
const BASE_SPEED: float = 200.0
@export var speed: float = BASE_SPEED
@export var max_health: int = MAX_HEALTH
var health: int = max_health
func move(direction: Vector2) -> void:
velocity = direction * speed
move_and_slide()
func heal(amount: int) -> int:
health = mini(health + amount, max_health)
health_changed.emit(health)
return health// GOOD: strongly typed, proper C# conventions
public partial class PlayerController : CharacterBody2D
{
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Signal]
public delegate void PlayerDiedEventHandler();
private const int MaxHealth = 100;
private const float BaseSpeed = 200f;
[Export] public float Speed { get; set; } = BaseSpeed;
[Export] public int MaxHp { get; set; } = MaxHealth;
private int _health;
public override void _Ready()
{
_health = MaxHp;
}
public void Move(Vector2 direction)
{
Velocity = direction * Speed;
MoveAndSlide();
}
public int Heal(int amount)
{
_health = Mathf.Min(_health + amount, MaxHp);
EmitSignal(SignalName.HealthChanged, _health);
return _health;
}
}---
// GOOD
public partial class PlayerController : CharacterBody2D
{
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Export] public float Speed { get; set; } = 200f;
[Export] public int MaxHealth { get; set; } = 100;
private int _health;
private AnimationPlayer _animationPlayer = null!;
public override void _Ready()
{
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
// Validate at startup rather than silently failing later
if (_animationPlayer is null)
GD.PushError("AnimationPlayer node not found on PlayerController");
_health = MaxHealth;
}
public void TakeDamage(int amount)
{
_health = Mathf.Max(_health - amount, 0);
EmitSignal(SignalName.HealthChanged, _health);
}
}---
# BAD: get_node() traverses the tree every frame func _process(delta: float) -> void
Agentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
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…
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