By jame581
Provides 48 domain-specific skills and 9 agents for Godot 4.x game development in GDScript and C#, covering 2D/3D systems, animation, AI, UI, multiplayer, performance optimization, and editor tooling.
Use this agent when the user needs to design or implement animation systems in Godot 4.x — AnimationPlayer vs AnimationTree decisions, blend trees, animation state machines, IK modifiers (CCDIK3D / FABRIK3D / JacobianIK3D — Godot 4.6+), BoneConstraint3D, mocap retargeting, sprite vs skeletal animation, and procedural animation. The agent distinguishes animation FSM (inside AnimationTree) from gameplay FSM (state-machine skill), and hands gameplay logic back to game-dev. Examples: <example>Context: 3D character with multiple actions. user: "I need a blend tree for my 3D character with locomotion and combat layers" assistant: "Let me use the godot-animator agent to design the blend tree." <commentary>Animation graph design — the animator picks AnimationTree with a layered state machine, separates locomotion from upper-body combat, and grounds the design in animation-system.</commentary></example> <example>Context: Procedural foot IK on uneven terrain. user: "How do I add foot placement IK so my character doesn't float on slopes?" assistant: "I'll use the godot-animator agent — this is a FABRIK3D foot IK problem (Godot 4.6+)." <commentary>4.6+ IKModifier3D family is animator's domain; agent picks FABRIK3D for the leg chain plus raycast for ground sample.</commentary></example> <example>Context: 2D top-down sprite animation. user: "Set up 8-direction sprite animation that blends based on movement vector" assistant: "Let me bring in the godot-animator agent." <commentary>Sprite blending via AnimationTree's BlendSpace2D — animator's domain, distinct from a one-off AnimatedSprite2D toggle.</commentary></example>
Use this agent when the user wants their Godot GDScript or C# code reviewed for best practices, anti-patterns, performance issues, or Godot-specific pitfalls. Also use when completing a major feature and wanting a quality check. Examples: <example>Context: User wants a code review. user: "Review my player controller for Godot best practices" assistant: "I'll use the godot-code-reviewer agent to review the code." <commentary>Code review request — use the reviewer agent with godot-code-review skill.</commentary></example> <example>Context: User finished implementing a feature. user: "I just finished the inventory system, can you check it?" assistant: "Let me use the godot-code-reviewer agent to review the implementation." <commentary>Feature completion review — use the reviewer to check against skill patterns.</commentary></example>
Use this agent for C#-first Godot 4.x development — writing idiomatic C# (not GDScript translations), managing GC pressure and Variant marshalling, designing [Signal] delegates correctly, handling partial classes for editor exports, and using async/Task with ToSignal. Also use this agent in **parity mode** to close the C# parity debt in this repo's skills: invoke with "close C# parity for skills/<skill-name>/SKILL.md" or similar phrasing, and the agent will read the parity debt notes, write the missing C# block per the per-section guidance, run the validator, and update the notes file. Examples: <example>Context: User wants to convert GDScript to idiomatic C#. user: "Convert this GDScript player controller to idiomatic C#" assistant: "Let me use the godot-csharp-engineer agent — this is a C#-first translation, not a syntax-only port." <commentary>The csharp-engineer writes [Signal] delegates and Variant-light code; game-dev would translate verbatim and miss GC implications.</commentary></example> <example>Context: GC pressure diagnosis in C#. user: "Why is my C# game allocating 50KB/frame?" assistant: "I'll bring in the godot-csharp-engineer agent to diagnose the allocation source." <commentary>GC pressure is a C# specialist concern — agent looks for Variant boxing, string concatenation in _Process, allocator misuse.</commentary></example> <example>Context: Repo C# parity work. user: "Close C# parity for skills/save-load/SKILL.md" assistant: "Switching to godot-csharp-engineer in parity mode." <commentary>Parity mode: agent reads docs/superpowers/notes/2026-04-30-csharp-parity-debt.md, finds the per-section guidance for save-load, writes the C# blocks, validates, and strikes out the closed sections in the notes file.</commentary></example>
Use this agent when the user needs help with Godot 4.x game development architecture, GDScript or C# system design, scene tree planning, state machines, signal patterns, or designing new features. This includes planning new features, designing game systems, refactoring existing code, debugging architectural issues, or creating implementation plans. Examples: <example>Context: User needs to design an enemy AI system. user: "I need to design an enemy AI system with patrol, chase, and attack behaviors" assistant: "Let me use the godot-game-architect agent to design the enemy AI system." <commentary>The user needs architectural guidance for a game system — use the architect agent to plan the approach using ai-navigation and state-machine skills.</commentary></example> <example>Context: User wants to structure signal communication. user: "How should I structure the signal communication between my player, inventory, and UI systems?" assistant: "I'll use the godot-game-architect agent to design the signal architecture." <commentary>Cross-system communication design requires architectural thinking — use the architect agent with event-bus and component-system skills.</commentary></example> <example>Context: User wants to add a combo system. user: "I want to add a combo system to my 2D action game's combat" assistant: "Let me bring in the godot-game-architect agent to plan the combo system." <commentary>Designing a new gameplay system requires planning before implementation.</commentary></example> Routing: For C#-heavy projects prefer `godot-csharp-engineer`; for animation graphs / IK / retargeting prefer `godot-animator`; for Control-tree UI work prefer `godot-ui-designer`; for editor plugins, @tool scripts, custom inspectors, or gizmos prefer `godot-tools-engineer`.
Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: <example>Context: User needs to implement enemy AI. user: "I need to create a behavior tree for my enemy AI that patrols, chases the player, and attacks" assistant: "I'll use the godot-game-dev agent to implement the enemy AI." <commentary>The user needs concrete implementation — use the game dev agent to write code guided by ai-navigation and state-machine skills.</commentary></example> <example>Context: User has a physics bug. user: "My CharacterBody2D keeps sliding off moving platforms" assistant: "Let me use the godot-game-dev agent to diagnose and fix the platform physics issue." <commentary>Implementation-level debugging of Godot physics — use game dev agent with player-controller and godot-debugging skills.</commentary></example> <example>Context: User needs a save system. user: "I need to implement save/load for my game" assistant: "I'll use the godot-game-dev agent to implement the save/load system." <commentary>Concrete implementation task — use game dev agent with save-load skill.</commentary></example> Routing: For C#-heavy projects prefer `godot-csharp-engineer`; for animation graphs / IK / retargeting prefer `godot-animator`; for Control-tree UI work prefer `godot-ui-designer`; for editor plugins, @tool scripts, custom inspectors, or gizmos prefer `godot-tools-engineer`.
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+
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Uses power tools
Uses Bash, Write, or Edit tools
Own this plugin?
Verify ownership to unlock analytics, metadata editing, and a verified badge. GitHub access is read-only (username + org membership).
Sign in to claimOwn this plugin?
Verify ownership to unlock analytics, metadata editing, and a verified badge. GitHub access is read-only (username + org membership).
Sign in to claimBased on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
Agentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
Inspired by and built on top of the Superpowers plugin for Claude Code — which provides the underlying skill loading, brainstorming, and workflow infrastructure that GodotPrompter extends with Godot-specific domain knowledge.
GodotPrompter is a plugin that provides skills — structured domain knowledge that AI agents load on demand. When you ask your agent to "add a state machine" or "set up multiplayer", it loads the relevant GodotPrompter skill and follows Godot-specific best practices instead of relying on generic knowledge.
51 skills covering project setup, architecture, gameplay systems, input handling, physics, 2D/3D systems, animation, shaders, audio, UI, multiplayer, localization, procedural generation, XR/VR, native extensions, multithreading, mobile shipping, optimization, GDScript / C# patterns, and third-party addons (LimboAI, Beehave). All targeting Godot 4.3+ with both GDScript and C# examples — newer features from Godot 4.5 and 4.6 (variadic functions, abstract classes, stencil buffers, SoftBody3D forces, FoldableContainer, OpenXR Spatial Entities, and more) are included as annotated additive sections.
v1.7.0 introduces a 16 KB token budget for SKILL.md files (validator-enforced) and the new gdscript-advanced skill for production-grade GDScript depth (performance idioms, metaprogramming, @tool lifecycle, profiler-driven idioms).
v1.9.0 adds native power and mobile shipping — the new gdextension (godot-cpp / Rust native extensions), multithreading (WorkerThreadPool, threads, threaded loading), and mobile-development (Android/iOS export, lifecycle, plugins, IAP) skills.
# Add the marketplace
claude plugins marketplace add jame581/skillsmith
# Install the plugin
claude plugins install godot-prompter@skillsmith
Or install from a local clone:
git clone https://github.com/jame581/GodotPrompter.git
claude plugins marketplace add ./GodotPrompter
claude plugins install godot-prompter@godot-prompter
Then start a new session and ask:
"I'm starting a new Godot 4.3 project. How should I organize it?"
The agent loads the godot-project-setup skill and provides a complete directory structure, autoload setup, and .gitignore — not generic advice.
grok plugin install jame581/GodotPrompter --trust
grok plugin enable godot-prompter
Pin to a release:
grok plugin install jame581/[email protected] --trust
grok plugin enable godot-prompter
gemini extensions install https://github.com/jame581/GodotPrompter
copilot plugin marketplace add jame581/skillsmith
copilot plugin install godot-prompter@skillsmith
/add-plugin godot-prompter
Or clone and place in your project — Cursor reads .cursor-plugin/plugin.json.
git clone https://github.com/jame581/GodotPrompter.git ~/.codex/godot-prompter
mkdir -p ~/.agents/skills
ln -s ~/.codex/godot-prompter/skills ~/.agents/skills/godot-prompter
See .codex/INSTALL.md for Windows instructions.
Add to opencode.json:
{
"plugin": ["godot-prompter@git+https://github.com/jame581/GodotPrompter.git"]
}
See .opencode/INSTALL.md for details.
Ask the agent to brainstorm a feature. It loads godot-brainstorming and walks you through:
For each task, the agent loads the relevant domain skill:
player-controller + input-handling + state-machineinventory-system + resource-pattern3d-essentials + assets-pipelineparticles-vfx + shader-basicsanimation-system + tween-animationsave-loadAsk for a code review. The agent loads godot-code-review and checks against Godot-specific checklists.
npx claudepluginhub jame581/godotprompter --plugin godot-prompterPersistent memory for Claude using a dedicated Logseq graph. Save and load project context, decisions, and progress across sessions and devices.
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 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.
Access thousands of AI prompts and skills directly in your AI coding assistant. Search prompts, discover skills, save your own, and improve prompts with AI.
Comprehensive feature development workflow with specialized agents for codebase exploration, architecture design, and quality review
Upstash Context7 MCP server for up-to-date documentation lookup. Pull version-specific documentation and code examples directly from source repositories into your LLM context.
Complete developer toolkit for Claude Code