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/godot-auditor

@57c9225

Godot Expert Auditor: Aurelius. Exhaustive never-list enforcement and architectural slap-down for Godot 4.7 projects. Use when auditing signal decay, ObjectDB orphans, typed Array/Dictionary slop, material.duplicate batch breaks, export case-sensitivity, Expression.execute risks, or sector never-lists. Keywords: auditor, Aurelius, never-list, signal decay, ObjectDB orphans, typed Array, export case-sensitivity, instance uniforms, PackedScene.get_state.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-auditor

This session only. Nothing lands on disk.

referencescategories3d-materials.md

≈710 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: 3D Materials NEVER List

  • NEVER use separate metallic/roughness/AO textures — Use ORM packing (1 RGB texture with Occlusion/Roughness/Metallic channels) to save texture slots and memory.
  • NEVER forget to enable normal_enabled — Normal maps don't work unless you set normal_enabled = true. Silent failure is common.
  • NEVER use TRANSPARENCY_ALPHA for cutout materials — Use TRANSPARENCY_ALPHA_SCISSOR or TRANSPARENCY_ALPHA_HASH instead. Full alpha blending is expensive and causes sorting issues.
  • NEVER set metallic = 0.5 — Materials are either metallic (1.0) or dielectric (0.0). Values between are physically incorrect except for rust/dirt transitions.
  • NEVER use emission without HDR — Emission values > 1.0 only work with HDR rendering enabled in Project Settings.
  • NEVER use transparent materials for large environmental surfaces — Transparent objects cannot rely on the Z-buffer for early fragment rejection, resulting in massive overdraw. If only a tiny part of a mesh is transparent, split the mesh into two surfaces: one opaque, one transparent.
  • NEVER create hundreds of slightly varied StandardMaterial3D resources if performance is dropping — Godot minimizes GPU state changes by automatically reusing the underlying shader for materials that share the exact same configuration flags (checkboxes). Try to group your material configurations.
  • NEVER attempt to fix Z-fighting strictly by moving objects further apart — Floating-point precision degrades over distance. To fix flickering textures, increase your Camera3D's Near plane property and decrease the Far property to compress the precision range.
  • NEVER use unique Material resources per MeshInstance3D — This breaks draw call batching. Use 'Instance Uniforms' to vary parameters while keeping a single shared material.
  • NEVER use Decals on dynamic moving actors without a Cull Mask — Bullet holes should not stick to the player's face as they walk over them. Mask out character layers.
<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/performance/gpu_optimization.html - https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-3d-materials/SKILL.md — domain skill owning this never-list sector - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — measure alleged slop before rewrite - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md — remediation after profiler confirmation Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md -->

Source: SKILL.md on GitHub

No alerts16d3 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    The skill is a comprehensive Godot 4.7 project auditor that statically analyzes GDScript code and project memory metrics. No malicious behavior or security risks were detected.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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