From godot-prompter
Bootstrap skill for GodotPrompter — explains how to discover and invoke Godot 4.x skills across Claude Code, Copilot, Gemini, Cursor, Codex, OpenCode, and Antigravity.
How this skill is triggered — by the user, by Claude, or both
Slash command
/godot-prompter:using-godot-prompterThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
> **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.
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#.
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: Use the activate_skill tool. See references/gemini-tools.md for tool mapping.
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 skills into .agents/skills/ (workspace) or ~/.gemini/config/skills/ (global). See references/antigravity-tools.md for tool mapping and full install instructions.
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.
When another plugin (like Superpowers) is handling workflow (brainstorming, planning, execution), GodotPrompter skills STILL APPLY during implementation. They are not replaced — they are domain-specific guidance that workflow plugins cannot provide.
RULE: Before implementing ANY Godot system, you MUST check for a matching godot-prompter skill and invoke it.
This is not optional. Workflow plugins handle HOW you work. GodotPrompter handles WHAT you build. Both are needed.
| Implementing... | MUST invoke skill |
|---|---|
| Player movement | godot-prompter:player-controller |
| State machine / FSM | godot-prompter:state-machine |
| Signals / EventBus | godot-prompter:event-bus |
| Scene tree structure | godot-prompter:scene-organization |
| UI / HUD | godot-prompter:godot-ui, godot-prompter:hud-system |
| Inventory | godot-prompter:inventory-system |
| Save/Load | godot-prompter:save-load |
| Enemy AI / navigation | godot-prompter:ai-navigation |
| Camera | godot-prompter:camera-system |
| Audio | godot-prompter:audio-system |
| Weapons / combat | godot-prompter:component-system |
| Resources / data | godot-prompter:resource-pattern |
| Input handling | godot-prompter:input-handling |
| Animation | godot-prompter:animation-system |
| Testing | godot-prompter:godot-testing |
| Project scaffolding | godot-prompter:godot-project-setup |
| Shaders / VFX | godot-prompter:shader-basics, godot-prompter:particles-vfx |
| Physics | godot-prompter:physics-system |
| Multiplayer | godot-prompter:multiplayer-basics |
| Export / deploy | godot-prompter:export-pipeline |
For subagents: If you are a subagent executing a plan task in a Godot project, check this table before writing code. The skill provides Godot-specific patterns, node types, and checklists you cannot derive from general knowledge.
GodotPrompter handles the full development workflow. No other plugins required.
Load godot-prompter:godot-brainstorming — it guides you through:
For each task in the plan, load the relevant domain skill:
godot-prompter:player-controller and godot-prompter:state-machinegodot-prompter:inventory-systemgodot-prompter:save-loadEach skill provides complete code examples, Godot best practices, and a checklist.
Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.
@tool scripts, plugin distributionImplementation plans and design docs are saved to docs/godot-prompter/plans/ and docs/godot-prompter/specs/ in the user's project.
Skills use Claude Code tool names as the canonical reference. Non-Claude platforms: see the appropriate tool mapping file in references/ for your platform's equivalents:
references/copilot-tools.md — GitHub Copilot CLIreferences/codex-tools.md — Codexreferences/cursor-tools.md — Cursorreferences/gemini-tools.md — Gemini CLI (Gemini also auto-loads this via GEMINI.md)references/antigravity-tools.md — Antigravity (2.0 desktop, IDE, CLI)using-godot-prompter — This skill (bootstrap)godot-project-setup — Scaffold new projectsgodot-brainstorming — Godot-specific design explorationgodot-code-review — GDScript/C# review against Godot best practicesgodot-debugging — Godot-specific debugging techniquesgodot-testing — TDD with GUT and gdUnit4scene-organization — Scene tree structure, composition patternsstate-machine — FSM patterns (node-based, resource-based, enum-based)event-bus — Signal-based decoupling, autoload event systemscomponent-system — Composition over inheritanceresource-pattern — Custom Resources as data containersdependency-injection — Autoloads, service locatorsplayer-controller — CharacterBody2D/3D movement, input handlinginput-handling — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebindinganimation-system — AnimationPlayer, AnimationTree, blend trees, state machinestween-animation — Tween class, easing, chaining, parallel sequences, motion recipesinventory-system — Resource-based inventory patternsdialogue-system — Dialogue trees and patternssave-load — Serialization strategiesai-navigation — NavigationAgent, behavior treescamera-system — Camera follow, shake, zonesaudio-system — Audio buses, music management, SFX pooling, spatial audiolocalization — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTLprocedural-generation — Noise, BSP dungeons, cellular automata, WFC, seeded randomnessgodot-ui — Control nodes, themes, containersresponsive-ui — Multi-resolution scalinghud-system — In-game HUD patternsmultiplayer-basics — MultiplayerAPI, RPCs, authoritymultiplayer-sync — Synchronization, interpolationdedicated-server — Headless export, server architecturephysics-system — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls2d-essentials — TileMaps, parallax, 2D lights/shadows, particles, canvas layers3d-essentials — Materials, lighting, shadows, environment, GI, fog, LOD, decalsxr-development — OpenXR, XROrigin3D, hand tracking, controllers, Meta Questshader-basics — Godot shader language, visual shaders, common recipes, post-processingparticles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractorsexport-pipeline — Platform exports, CI/CDgodot-optimization — Profiler, performance patternsaddon-development — EditorPlugin, tool scriptsassets-pipeline — Image compression, 3D scene import, audio formats, resource managementgdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idiomscsharp-godot — C# conventions, GodotSharp APIcsharp-signals — C# signal patternsmath-essentials — Vectors, transforms, interpolation, curves, paths, RNGSkill tool (or platform equivalent) before implementationgodot-prompter:godot-code-review to validate against Godot best practicesnpx claudepluginhub jame581/godotprompter --plugin godot-prompterMaster Godot 4 GDScript patterns for signals, scenes, state machines, and optimization. Use when building Godot games or implementing game systems.
Provides Godot 4 GDScript patterns for signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
Provides Godot 4 GDScript patterns for architecture, signals, scenes, state machines, and optimization. Useful for building games, game systems, and best practices.