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Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

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godot-prompter
96061 skills9 agents1 hook

Claude Code

$ npx -y skills add jame581/GodotPrompter --skill using-godot-prompter --agent claude-code

SKILL.md

using-godot-prompter.SKILL.md
name: using-godot-prompter
description: Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

Using GodotPrompter

> **Related skills:** **godot-project-setup** for scaffolding a new project, **godot-grill** for settling open design decisions first, **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#.

How to Access Skills

**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 Grok Build:** Skills are discovered from the installed plugin (`grok plugin install jame581/GodotPrompter --trust`); invoke them by name.

**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; tool mapping is in `references/codex-tools.md`, beside this SKILL.md.

**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` — no tool call. Install with `agy plugin install https://github.com/jame581/GodotPrompter`; manual, workspace and global paths: [`references/installation.md`](references/installation.md). Tool mapping: `references/antigravity-tools.md`.

Install commands for every host: `README.md`, [`references/installation.md`](references/installation.md).

Coexistence with Other Plugins (e.g., Superpowers)

<!-- SESSION-CARD-START --> **GodotPrompter is active in this Godot project.**

Workflow plugins decide *how*; GodotPrompter decides *what*. Both apply.

**RULE: before building a new Godot system, invoke the matching `godot-prompter:*` skill.** Subagents too.

| Situation | Start with | |---|---| | New system, or the requirements are unclear | `godot-grill` — settle decisions, then design and build | | New system, design settled by the user | the domain skill below — build | | Change or extend a system the project has | its code; no skill unless replacing it or asked for the pattern | | Bug fix | its code; `godot-debugging` or the domain skill for engine pitfalls | | No Godot content: docs, generic CI, repo tooling | no skill |

**Then report before you build:** name the pattern you picked, the alternative you rejected, and why. The choice is the developer's. A report states; it never ends on your own questions. A design decision needs the developer's answer or go-ahead first? Invoke `godot-grill`.

| 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, rendering, VFX, procgen, math | `shader-basics`, `rendering-pipeline`, `particles-vfx`, `procedural-generation`, `math-essentials` | | Networking | `multiplayer-basics`, `multiplayer-sync`, `dedicated-server`, `web-services` | | 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-grill`, `godot-brainstorming`, `export-pipeline`, `web-export` | | Addons (if installed) | `limboai`, `beehave`, `popochiu`, `dialogue-manager`, `phantom-camera` |

**Red flags (new systems) — you are rationalizing:**

| Thought | Reality | |---|---| | "I know how CharacterBody2D works" | Knowing the class ≠ knowing the pattern. Invoke. | | "The plan says what to build" | The plan says what. The skill says how. Invoke. | | "It's small, a quick fix" | A new system still sets architecture. Invoke — then say what you picked. | | "The skill shows one pattern, so it's settled" | Skills carry trade-offs. Surface them; don't decide alone. | | "I'll explain it once it works" | A choice reported after the code is a fait accompli, not a choice. | <!-- SESSION-CARD-END -->

When Not to Load a Skill

Domain skills are for building a **new** system; each load costs up to 16 KB. Otherwise:

  • **The project already has the system.** To change or extend it (a new item field, one more ability), read and follow the project's code. Load the domain skill only to replace or redesign that system, or when the user asks for the pattern.
  • **A bug fix** starts from the project's code too; load `godot-debugging`, or the domain skill when the cause is an engine pitfall.
  • **The task has no Godot content.** Docs, generic CI and repo tooling with no Godot content need no skill, `godot-brainstorming` included (Godot export CI is `export-pipeline`'s, editor tooling `addon-development`'s).

Mentor mode (`godot-mentor`) is the exception: it loads the matching skill on purpose, to teach.

Workflow: From Idea to Working Game

GodotPrompter

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@jame581
Ships withgodot-prompter

Agentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.

96061 skills9 agents
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Stars on GitHub

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Star history of jame581/GodotPrompter on GitHub, a chart by star-history.com

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Questions about using-godot-prompter.

Which coding agents can use using-godot-prompter?
using-godot-prompter installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.