By cnqdztp
Bundle of Godot 4 skills (C# and GDScript both first-class): GDScript web/mobile export and portrait-pet conventions, engine quirks, UI authoring, version-aware API lookup, asset generation, scaffolding, scene building, and headless visual QA.
Export a Godot project — C# (.NET) or GDScript — as a debug APK for Android. Use when the user wants an Android build.
Look up Godot engine class APIs, methods, properties, signals, enums, or C#/GDScript Godot syntax. Use when you need a targeted Godot API answer or a specific engine-class recommendation. The reference is version- and language-aware: it generates and stores a separate API tree per Godot version and per language (gdscript / csharp), and pulls a fresh one when the project's version doesn't match.
Generate game assets: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), animated sprite sheets (Grok video + loop detection), background removal, grid slicing, and budget-based asset planning. Requires GOOGLE_API_KEY / XAI_API_KEY / TRIPO3D_API_KEY and local deps (imagemagick, rembg, ...).
Inject a one-shot screenshot timer into a running Godot 4 project, launch the project headfully from CLI, and read the resulting PNG yourself. Use this whenever the user complains the UI "looks wrong / 一塌糊涂 / panels invisible / proportions off", whenever you've just changed a theme/layout/scene and need to verify visually before claiming done, or whenever you're stuck on a visual bug and would otherwise be guessing what's on screen. Strongly prefer this over asking the user to take a screenshot — close the verification loop yourself.
Headless screenshot and video capture for any Godot project — C# (.NET) or GDScript — (Xvfb/Vulkan), plus the final result bundle layout. Use when you need automated screenshots or a video of the running game.
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A collection of Agent Skills for building games in Godot 4 — in the open
Agent Skills format (skills/<name>/SKILL.md), portable across
agents, and also exposed as a Claude Code plugin marketplace.
C# (.NET) and GDScript are both first-class: every skill that used to be C#-only now
documents the GDScript path too, while keeping the C#-specific tips.
Any agent (Claude Code, Cursor, Codex, Gemini CLI, … — via the cross-agent
skills CLI):
npx skills add cnqdztp/godot-skills # all skills, into your detected agents
npx skills add cnqdztp/godot-skills --list # preview them first
npx skills add cnqdztp/godot-skills@godot-mobile-web -g # one skill, global
Claude Code (as a plugin) — alternatively:
/plugin marketplace add cnqdztp/godot-skills
/plugin install godot@godot-skills
Either way you get all the skills below. Under Claude Code they're invoked as
/godot:<skill-name>; most also auto-trigger from their description when relevant.
| Skill | What it covers |
|---|---|
godot-mobile-web | GDScript web (HTML5) + mobile + portrait desktop-pet conventions: audio-autoplay gesture, on-screen-keyboard export flag, seamless scrolling backdrop, shadow-at-feet, coroutine overlap, downloadable packs, headless QA. |
godot-api | Targeted Godot class/API + C#/GDScript syntax lookup. Version- and language-aware: stores a separate API tree per Godot version and language. |
godot-quirks | Engine-level gotchas for both C# and GDScript (serialization, physics, cameras, container relayout / offset_transform, …). |
godot-ui-tscn | Author UI as .tscn scenes + thin scripts; 3-layer styling. |
godot-ui-foundation | Viewport stretch, HiDPI/Retina scaling, theme taxonomy, variable-font weights. |
godot-asset-gen | Generate images / 3D models / sprite sheets (Gemini, Grok, Tripo3D), bg removal, slicing. |
godot-automatic-ui-qa | Inject a screenshot timer, run the project, and read the PNG yourself to verify UI. |
godot-capture | Headless screenshot + video capture (Xvfb/Vulkan) for C# or GDScript projects. |
godot-passthrough-game | Transparent desktop-pet / widget / overlay games and their click-through traps. |
godot-scaffold | Design architecture + emit a compilable project skeleton (C# .csproj or GDScript). |
godot-scene-builder | Generate .tscn files programmatically with a headless SceneTree builder (C# or GDScript). |
godot-test-harness | Write a SceneTree test script (C# .cs or GDScript .gd) for visual verification. |
godot-android-export | Export a Godot project (C# or GDScript) as an Android APK. |
godot-api bootstrapgodot-api generates its reference on first use (it clones the matching Godot docs tag and
renders per-class markdown into doc_api/<version>/<lang>/, which is git-ignored — not shipped
in this repo). It runs automatically from the skill; to pre-warm it for a project:
bash <plugin>/skills/godot-api/tools/ensure_doc_api.sh --project-dir /path/to/project
# or force a target: --version 4.7 --lang gdscript|csharp
It detects the Godot version (config/features in project.godot) and language
(.csproj/.sln/[dotnet]/config/tags), and reuses an already-generated tree.
MIT — see LICENSE.
npx claudepluginhub cnqdztp/godot-skills --plugin godotComprehensive skill pack with 66 specialized skills for full-stack developers: 12 language experts (Python, TypeScript, Go, Rust, C++, Swift, Kotlin, C#, PHP, Java, SQL, JavaScript), 10 backend frameworks, 6 frontend/mobile, plus infrastructure, DevOps, security, and testing. Features progressive disclosure architecture for 50% faster loading.
Develop, test, build, and deploy Godot 4.x games with Claude Code. Includes GdUnit4 testing, web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.
Comprehensive feature development workflow with specialized agents for codebase exploration, architecture design, and quality review
Harness-native ECC operator layer - 67 agents, 271 skills, 92 legacy command shims, reusable hooks, rules, selective install profiles, and production-ready workflows for Claude Code, Codex, OpenCode, Cursor, and related agent harnesses
Design fluency for frontend development. 1 skill with 23 commands (/impeccable polish, /impeccable audit, /impeccable critique, etc.) and curated anti-pattern detection.
Behavioral guidelines to reduce common LLM coding mistakes, derived from Andrej Karpathy's observations on LLM coding pitfalls