Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD…
EnglishUse when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol…
EnglishImplements animation systems using AnimationPlayer, AnimationTree, blend trees, and procedural animation. Use when creating character animations and visual effects.
EnglishUse when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import…
EnglishUse 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.
EnglishUse when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime…
EnglishUse when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and…
EnglishUse when building reusable node components — composition patterns, component communication, and interface…
EnglishUse when working with C in Godot — conventions, GodotSharp API differences from GDScript, project setup, and…
EnglishUse when implementing signals in C — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven…
EnglishUse when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot…
EnglishUse when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot…
EnglishUse when building dedicated servers — headless export, server architecture, lobby management, and…
EnglishUse when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C…
EnglishUse when implementing dialogue — data structures for branching dialogue, conditions, and UI…
EnglishUse when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub…
EnglishUse when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common…
EnglishUse when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common…
EnglishUse when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural…
EnglishExpert knowledge of Godot debugging, error interpretation, common bugs, and troubleshooting techniques. Use when helping fix Godot errors, crashes, or unexpected behavior.
EnglishUse when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
EnglishExpert knowledge of Godot performance optimization, profiling, bottleneck identification, and optimization techniques. Use when helping improve game performance or analyzing performance issues.
EnglishUse when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and…
EnglishIncludes Ability System, AI Navigation, Animation System, and other workflows.
Supported by the Atlas install prompt. Skill-specific requirements vary.
Pack stats
What’s included
Ability System
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
AI Navigation
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Animation System
Implements animation systems using AnimationPlayer, AnimationTree, blend trees, and procedural animation. Use when creating character animations and visual effects.
Assets Pipeline
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
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.
Bad Cross Ref
Fixture skill with a broken cross-reference
Beehave
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
Camera System
Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D
Component System
Use when building reusable node components — composition patterns, component communication, and interface design
Csharp Godot
Use when working with C in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
Csharp Signals
Use when implementing signals in C — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture
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+
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+
Dedicated Server
Use when building dedicated servers — headless export, server architecture, lobby management, and deployment
Dialogue Manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C support
Dialogue System
Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
Export Pipeline
Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions
Gdscript Advanced
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
Gdscript Patterns
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
Godot Brainstorming
Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions
Godot Debugging
Expert knowledge of Godot debugging, error interpretation, common bugs, and troubleshooting techniques. Use when helping fix Godot errors, crashes, or unexpected behavior.
Godot Mentor
Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand".
Godot Optimization
Expert knowledge of Godot performance optimization, profiling, bottleneck identification, and optimization techniques. Use when helping improve game performance or analyzing performance issues.
Godot Project Setup
Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore
Showing 24 of 51 skills. Use the list’s page controls above to explore the rest.
Quick start
- Choose your skills. Select individual skills above, or choose the entire pack.
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- Send it to your agent. Paste into your coding agent’s chat. Your agent reviews the source and guides the setup.
Try it with your agent
After installation, start with a request like:
Use the Ability System skill to help with my task.
Ask me for the context you need before getting started.Requirements & license
- A coding agent that can access your project files and install skills.
- Your agent checks each skill’s instructions, dependencies, and permissions during setup.
- Reported license for the skills shown: MIT. The author’s terms apply.