authoring-godot-prompt…
Use when writing or editing a SKILL.md, a skill's references/*.md, or an agent definition in this repo — required frontmatter,…
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
Claude Code
$ npx -y skills add jame581/GodotPrompter --skill using-godot-prompter --agent claude-code
Codex
$ npx skills add jame581/GodotPrompter --skill using-godot-prompter -a codex -y
Cursor
$ npx skills add jame581/GodotPrompter --skill using-godot-prompter -a cursor -y
Gemini CLI
$ npx skills add jame581/GodotPrompter --skill using-godot-prompter -a gemini-cli -y
GitHub Copilot
$ npx skills add jame581/GodotPrompter --skill using-godot-prompter -a github-copilot -y
OpenCode
$ npx skills add jame581/GodotPrompter --skill using-godot-prompter -a opencode -y
Windsurf
$ npx skills add jame581/GodotPrompter --skill using-godot-prompter -a windsurf -y
name: using-godot-prompter description: Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
> **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#.
**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).
<!-- 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 -->
Domain skills are for building a **new** system; each load costs up to 16 KB. Otherwise:
Mentor mode (`godot-mentor`) is the exception: it loads the matching skill on purpose, to teach.
GodotPrompter
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, a skill's references/*.md, or an agent definition in this repo — required frontmatter,…
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 or replacing an ability system — abilities with cost/cooldown, buffs/debuffs, stat modifiers, and gameplay…
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
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.