xlanstar/godot-skills
Make your coding agent write modern Godot 4.7+ best practices — lightweight and token-efficient.
Write, edit, or review CharacterBody2D or CharacterBody3D.
Look up official Godot API or tutorial documentation to verify a signature, parameter, enum, or version-specific behavior.
Write, edit, or review GDScript.
Write, edit, or review Godot 4 GDShader code, materials, and shader performance.
Implement or debug Godot input actions, event routing, UI focus/navigation, and pointer input.
Add or debug Godot translations: tr/atr lookups, plurals and contexts, catalogs, translation domains, locale switching, and RTL or pseudolocalization checks.
Set up and tune automatic 3D mesh LOD in Godot: which imports generate LODs, the pixel threshold and per-object bias, MultiMeshInstance3D/particles caveats, and when to use visibility ranges instead.
Draw thousands to millions of copies of one mesh in a single 3D draw call with MultiMeshInstance3D in Godot: setup order, per-instance color/custom data, buffer updates, physics interpolation, and when not to use it.
Godot 2D/3D navigation agents, path following, avoidance, map synchronization, and navigation baking.
Set up and debug 3D occlusion culling in Godot: OccluderInstance3D baking rules, what is silently excluded from bakes, occludee requirements, runtime toggling, and why an object is or isn't culled.
Diagnose and remove first-playthrough shader (pipeline) compilation stutter in Godot: precompilation warm-up scenes, the pipeline compilation monitors, and the export Shader Baker.
Write, edit, or debug Godot 2D tile maps: TileMapLayer, deprecated TileMap, set_cell, tile custom data, terrains, and tile collision.
Write, debug, or review Godot Tween sequences: property/method/callback tweening, parallel steps, looping, and lifetime.
Build, debug, or review responsive Godot Control layouts, sizing, and themes.
Set up manual/hierarchical LOD (HLOD) in Godot with visibility ranges: begin/end distances and margins, fade modes and their Forward+-only limitation, visibility_parent dependency trees, and the dithering alternative.