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/using-godot-prompter

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

From plugin
godot-prompter
54157 skills9 agents1 hook
Install
$ npx -y skills add jame581/GodotPrompter --skill using-godot-prompter --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/using-godot-prompter

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

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-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 Cursor:** Skills are loaded via custom instructions / rules system.

**In Codex:** Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see `references/codex-tools.md` for tool mapping.

**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` frontmatter — no tool call needed. Install the plugin using:

agy plugin install https://github.com/jame581/GodotPrompter

For manual, workspace, or cross-project installations:

Installing GodotPrompter for Antigravity

**Workspace (project-scoped) — recommended for active development:**

# Linux / macOS — from your Godot project root:
mkdir -p .agents
ln -s /path/to/GodotPrompter/skills .agents/skills

# Windows (PowerShell, Developer Mode or run as admin):
New-Item -ItemType Directory -Force .agents | Out-Null   # junction won't create the parent
New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills

> **Legacy path note:** `.agent/skills/` (singular) was the early CLI convention; `.agents/skills/` (plural) is the current standard for all Antigravity products.

**Global (cross-project):**

# Official path (Google Codelabs): ~/.gemini/config/skills/
# Symlink individual skill folders so each is a direct child (recommended):
mkdir -p ~/.gemini/config/skills/
ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/

> `~/.gemini/skills/` is a community-verified alias but not the path the official Codelabs docs name. Prefer `~/.gemini/config/skills/` for new installs.

> **Nesting caveat:** Prefer `ln -s skills/*` over cloning the repo directly into the skills dir, so each skill is an immediate child (`<skills-dir>/<skill-name>/SKILL.md`). Confirm nested discovery works before relying on the clone approach.

See `references/antigravity-tools.md` for the full tool mapping and SKILL.md frontmatter details.

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

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

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

**RULE: before implementing any Godot system, invoke the matching `godot-prompter:*` skill.** Applies to subagents writing Godot code too.

| 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, VFX, procgen, math | `shader-basics`, `particles-vfx`, `procedural-generation`, `math-essentials` | | Multiplayer | `multiplayer-basics`, `multiplayer-sync`, `dedicated-server` | | 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-brainstorming`, `export-pipeline` | | Teaching while building | `godot-mentor` | | Addons (if installed) | `limboai`, `beehave`, `popochiu`, `dialogue-manager`, `phantom-camera` |

Full index: invoke `godot-prompter:using-godot-prompter`.

**Red flags — you are rationalizing:**

| Thought | Reality | |---|---| | "I know how CharacterBody2D works" | Knowing the class ≠ knowing the pattern. Invoke. | | "It's a two-line script" | Two-line scripts still pick node types. Invoke. | | "The plan says what to build" | The plan says what. The skill says how. Invoke. | | "I loaded a Godot skill already" | Different system, different skill. | | "The user wants a quick fix" | Quick fixes set architecture. Invoke. | <!-- SESSION-CARD-END -->

Workflow: From Idea to Working Game

GodotPrompter handles the full development workflow. No other plugins required.

1. Design Phase

Load `godot-prompter:godot-brainstorming` — it guides you through:

  • Asking clarifying questions about the game/system
  • Proposing architectural approaches with trade-offs
  • Designing scene trees, signal maps, and data flow
  • Creating an implementation plan with ordered tasks

2. Implementation Phase

For each task in the plan, load the relevant domain skill:

  • Building a player? Load `godot-prompter:player-controller` and `godot-prompter:state-machine`
  • Adding
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Ships withgodot-prompter

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

Get the whole plugin