/using-godot-prompter
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
$ npx -y skills add jame581/GodotPrompter --skill using-godot-prompter --agent claude-codeHow 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.mdname: 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
Read more
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
Agentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
Other skills on godot-prompter.
- /authoring-godot-prompter-skills
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.
Open skill - /releasing-godot-prompter
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
Open skill - /2d-essentials
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
Open skill - /3d-essentials
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Open skill - /ability-system
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
Open skill - /addon-development
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Open skill

